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MISSIONS PACK

June 2022
MISSIONS
The World War III: Team Yankee Missions pack is an optional WHICH MISSION?
expansion for tournaments and players looking for quick
There are three easy ways of selecting a mission to play.
pick-up games. It contains new versions of the missions from
• You can roll a die to determine the mission, or
the rulebook that use a different set of victory conditions and
the optional Battle Plans mission selector. • You and your opponent can pick a mission that suits
your forces and the terrain, or
The easy-to-use format means that when you print out the
• You can pick battle plans and use the mission selector on
missions, each mission will have a larger version of the set up
the next page to determine the mission.
diagram and expanded instructions on the front side and all
of the relevant mission special rules on the back.
RANDOM MISSION
CONTENTS To quickly pick a mission, roll up a random mission. As
the three defensive battles (Bridgehead, Rearguard, and No
Annihilation 5
Retreat) are best suited to having an infantry-based force
Breakthrough 7
defending, we haven’t included them in the random missions
Bridgehead 9 list to avoid disadvantaging a tank-based force. Roll on the
Contact (Hasty Attack) 11 following table to select your mission.
Cornered 13
Counterattack 15
Dogfight 17
1: Annihilation 4: Encounter
Dust-Up 19
2: Free for All 5: Counterattack
Encirclement 21
Encounter 23 3: Dust-Up 6: Probe
Escape (Breakout) 25 Roll to see who Attacks
Fighting Withdrawal (Rearguard) 27
Free for All 29 PICK A MISSION
Gauntlet 31 For a cooperative approach to selecting a mission, discuss
Killing Ground 33 which mission you’d like to play with your opponent and
No Retreat 35 pick one. With twenty missions to choose from, you have
Outflanked 37 plenty of choices to try out.
Probe (Hasty Attack) 39
Scouts Out (Into the Unknown) 41
Spearpoint (Armoured Fury) 43
Valley of Death (Gauntlet) 45
Vanguard 47

1
RESERVES HOLDING OBJECTIVES
Some missions require you to hold part of your force in You are Holding an Objective if you start your turn with
Reserve. You may not deploy more than 60% of the agreed a Tank or Infantry team within 4”/10cm of an Objective,
points total for the game on the table. The remainder must and end it with no opposing Tank or Infantry teams within
be held in Reserve. 4”/10cm of that Objective.
The Reserves Table helps you calculate the proportion of Objectives cannot be Held by Tank teams that are Bailed
your force that you can deploy for a given Force size. You Out, Aircraft, Transports, or Independent teams. Nor can
may deploy less and hold more in Reserve if you wish. these teams, or any team that moved at Dash speed, prevent
the enemy from Holding an Objective. Objectives can be
RESERVES Held or contested by Infantry that are Passengers in a Tank
or Landed Aircraft Team.
FORCE SIZE ON TABLE
Note: This means that you check for victory at the end of your
50 points 30 points own turn, and the game ends at that point if you have won.
60 points 36 points
75 points 45 points REPELLING AN ATTACK
You have Repelled an Attack when, at the end of your turn,
80 points 48 points every Objective has no enemy Tank or Infantry teams within
100 points 60 points 8”/20cm. Ignore enemy Tank teams that are Bailed Out,
Aircraft, Transports, or Independent teams when determin-
125 points 75 points
ing if you have Repelled an Attack.
150 points 90 points
200 points 120 points

2
BATTLE PLANS
The Battle Plans mission selectors allow players to pick a plan Before the game, the NATO and Warsaw Pact players each
that will influence the type of mission they will play. The pick a battle plan (Attack, Manoeuvre, or Defend). They
combination of the two players’ plans determines the type then compare their plans on the Battle Plans table in the
of mission. There are two Battle Plan mission selectors to rulebook or the expanded one below and roll a die to see
choose from: the Battle Plans from the rulebook, and the what mission they will play.
Extended Battle Plans that adds extra missions into the mix.

BATTLE PLANS
NATO WARSAW PACT PLAYER’S PLAN
PLAYER’S PLAN ATTACK MANOEUVRE DEFEND
NATO Player Attacks
Roll to see who Attacks
Warsaw Pact Player Defends NATO Player Attacks
1: Breakthrough Warsaw Pact Player Defends
1: Breakthrough
2: Counterattack
2: Probe 1 or 2: Bridgehead
ATTACK 3: Dust-Up
3: Counterattack 3 or 4: No Retreat
4: Encounter
4: Counterattack 5 or 6: Fighting
5: Free for All
5: Dust Up Withdrawal
6: Free for All
6: Encounter
Warsaw Pact Player Attacks NATO Player Attacks
Roll to see who Attacks
NATO Player Defends Warsaw Pact Player Defends
1: Breakthrough
1: Breakthrough 1: Breakthrough
2: Counterattack
2: Probe 2: Bridgehead
MANOEUVRE 3: Dust Up
3: Counterattack 3: Probe
4: Encounter
4: Counterattack 4: No Retreat
5: Free for All
5: Dust Up 5: No Retreat
6: Free for All
6: Encounter 6: Fighting Withdrawal

Warsaw Pact Player Attacks


Roll to see who Attacks
Warsaw Pact Player Attacks NATO Player Defends
NATO Player Defends 1: Breakthrough
1: Breakthrough
2: Counterattack
1 or 2: Bridgehead 2: Bridgehead
DEFEND 3: Dust Up
3 or 4: No Retreat 3: Probe
4: Encounter
5 or 6: Fighting 4: No Retreat
5: Free for All
Withdrawal 5: No Retreat
6: Free for All
6: Fighting Withdrawal

3
EXTENDED BATTLE PLANS
The Extended Battle Plans mission adds many of the missions that first appeared in the Flames Of War D-Day series of books
to give a greater variety of missions for each battle plan.

EXTENDED BATTLE PLANS


NATO WARSAW PACT PLAYER’S PLAN
PLAYER’S PLAN ATTACK MANOEUVRE DEFEND
NATO Player Attacks NATO Player Attacks
Roll to see who Attacks
Warsaw Pact Player Defends Warsaw Pact Player Defends
1: Counterattack
1: Breakthrough 1: Bridgehead
2: Dust-Up
2: Counterattack 2: Dogfight
ATTACK 3: Encounter
3: Escape 3: Encirclement
4: Free for All
4: Fighting Withdrawal 4: Fighting Withdrawal
5: Probe
5: Spearpoint 5: Killing Ground
6: Scouts Out
6: Valley of Death 6: No Retreat
Warsaw Pact Player Attacks NATO Player Attacks
Roll to see who Attacks
NATO Player Defends Warsaw Pact Player Defends
1: Counterattack
1: Breakthrough 1: Breakthrough
2: Dust Up
2: Counterattack 2: Cornered
MANOEUVRE 3: Encounter
3: Escape 3: No Retreat
4: Outflanked
4: Fighting Withdrawal 4: Outflanked
5: Probe
5: Spearpoint 5: Spearpoint
6: Scouts Out
6: Valley of Death 6: Valley of Death

Warsaw Pact Player Attacks Warsaw Pact Player Attacks


Roll to see who Attacks
NATO Player Defends NATO Player Defends
1: Breakthrough
1: Bridgehead 1: Breakthrough
2: Dust-Up
2: Dogfight 2: Cornered
DEFEND 3: Encounter
3: Encirclement 3: No Retreat
4: Free for All
4: Fighting Withdrawal 4: Outflanked
5: Probe
5: Killing Ground 5: Spearpoint
6: Scouts Out
6: No Retreat 6: Valley of Death

WHY SELECT ATTACK


With the Attack battle plan, you will be attack-
ing in a fairly straightforward mission. This suits
forces that rely on brute force over mobility. You
will be able to focus your firepower to reduce the
enemy piece by piece as you advance into their
defensive position.

WHY SELECT MANOEUVRE


A Manoeuvre battle plan allows you to exploit your mobil-
ity while avoiding assaults against fortified positions. This
suits forces that have a good mix of mobility and firepow-
er. You won’t be trapped into a grinding battle of attrition,
and can manoeuvre rapidly to defeat your opponent.

WHY SELECT DEFEND


A Defend battle plan allows you to dig in and
force the enemy to come to you. You can lay
out a carefully planned defence without needing
to worry about manoeuvring light troops across
open ground. This suits infantry forces with a
good anti-tank capability.

4
MOVING AT NIGHT LINE OF SIGHT AT NIGHT
Teams may not move faster than their Terrain Dash speed Units must roll on the Night Visibility Table to determine
at Night. In addition, Teams add +1 to their Cross number their maximum Line of Sight distance. Teams from a Unit
when moving through Difficult Terrain at night. do not have Line of Sight to Teams beyond the rolled dis-
tance. Roll immediately before checking Line of Sight.
SHOOTING AT NIGHT TARGET SHOT LAST TURN
Teams Shooting at Night always suffer an additional
The maximum distance does not limit Line of Sight to
+1 penalty on the score needed To Hit, unless the shooting
enemy Teams that Shot in their previous Shooting step.
Team has Thermal Imaging.

Shooting at Night token

NIGHT VISION DEVICES DAYLIGHT


Night vision devices like Infra-Red and Thermal Imaging In a game being played in Daylight, the Night Fighting rules
give troops a significant advantage in battles fought at night, are not used.
making targets easier to find (see page 68 of World War III:
Team Yankee). DUSK
In a game being played at Dusk, the game starts in Daylight.
BOMBARDMENTS AT NIGHT
Spotting Teams do not need to roll on the Night Visibility At the start of the Defender’s third turn, roll a die:
Table. Their Line of Sight is not affected by Night. However, • On a score of 5+, night has fallen. Once night falls, the
attempts to Range In at Night add +1 to the score needed. Night Fighting rules come into effect and the rest of the
battle is fought in Darkness.
NIGHT VISIBILITY TABLE • If the roll is unsuccessful, at the start of the Attacker’s
turn four, they roll two dice with night falling on any
DIE ROLL DISTANCE roll of 5+.
1 4”/10cm • If it is still light at the start of the Defender’s next turn,
they roll three dice, and so on with each player rolling
2 8”/20cm
one more die until night falls on any roll of 5+.
3 12”/30cm
4 16”/40cm
DARKNESS
In a game being played in Darkness, the entire game is
5 20”/50cm played using the Night Fighting rules.
6 24”/60cm
USING TIME OF DAY AND NIGHT FIGHTING
IN MISSIONS
TIME OF DAY
The Attacker in any Mission may choose to either roll on
You can play games in four light conditions or times of day.
the Random Time of Day Table shown in the mission, or to
You can chose to play any of your games at one of these
Attack in Daylight.
times: Dawn, Daylight, Dusk, and Darkness.

DAWN
In a game that starts at night using the Dawn rules, the
Defender rolls a die at the start of their third turn:
• On a score of 5+, morning has broken. Once morning
breaks, the Night Fighting rules are no longer used, and
the rest of the battle is fought in Daylight.
• If the roll is unsuccessful, at the start of the Attacker’s
turn four, they roll two dice with morning breaking on
any roll of 5+.
• If it is still dark at the start of the Defender’s next turn,
they roll three dice, and so on with each player rolling
one more die until morning breaks on any roll of 5+.
Tanks began to hit the mines, shedding tracks severed by the detonation and stopping. Belatedly, it occurred to
them they were in a minefield, an unexpected inconvenience but one that they could deal with. The companies
began to reform into columns behind tanks equipped with mine plows and rollers. Once out of the minefield,
they would redeploy and continue as before. It was a battle drill they had rehearsed many times before and
were able to carry out with little trouble. It was at this point, when the Soviets were in the midst of redeploying,
that Major Jordan ordered Delta Company, the ITVs, and Team Bravo to open fire. The sudden mass volley
caught the Soviets off-guard.

The location of a Minefield is shown by a Minefield marker. CLEARING A MINEFIELD


Any Team moving within 2”/5cm of a Minefield marker A Unit Leader that is not Pinned Down may issue a Mine
risks being knocked out. Clearing Order as a Movement Order instead of Moving in
A Team that then Moves into a Minefield must roll a die. the Movement Step.
• If the score is at least equal to the Unit’s Skill rating, the If it does so, any Tank Team with a Mine Clearing Device
Team crosses the Minefield safely. (such as a plough, rollers, or flail) or any Infantry Team from
• Otherwise, the Team was hit by a mine with the Unit within 6”/15cm of the Unit Leader may immedi-
Anti-tank 5 and Firepower 1+ and must take a Save ately remove a Minefield within 2”/5cm (having moved into
to survive (using its Top armour if it is a Tank Team) the Minefield on a previous turn) instead of Moving. The
(pages 46 to 48). If a Tank Team is Bailed Out or Team is counted as Moving, but does not Move, and cannot
Destroyed, it halts in the middle of the Minefield. If it Move further, Shoot or Assault.
survives, it continues moving unharmed.
A Unit that took hits from a Minefield will be Pinned Down
(page 50) when it finishes moving. Minefield token

A T-72 Tank Company


attempts to cross some
Minefields. They must pass a
Skill test to avoid the mines.
One passes through safely on a
roll of 5.
The two that failed on rolls of 2
and 3 then roll Armour Saves,
one passes while the other fails
and is destroyed.
PRINTING THIS DOCUMENT
If you intend to keep these missions as separate pages then
print this document in its entirety. This will give you
individual pages with the mission map on one side, and its
relevant special rules on the back.
However, if you intend to bind this document after print-
ing, or otherwise keep all the pages together in a booklet,
exclude or delete this page before printing. This will give
you a booklet in which the mission map lies on the left-
hand page and the relevant special rules are displayed on
the right-hand page.

BATTLE PLAN CARDS


Print this page and cut out these cards as a handy way to
choose your battle plans. Each player takes their three battle
plans and selects one, then both players reveal their plans.

NATO NATO NATO


PLAYER PLAYER PLAYER

ATTACK MANOEUVRE DEFEND


BATTLE PLAN BATTLE PLAN BATTLE PLAN

WARSAW WARSAW WARSAW


PACT PACT PACT
PLAYER PLAYER PLAYER

ATTACK MANOEUVRE DEFEND


BATTLE PLAN BATTLE PLAN BATTLE PLAN
ANNIHILATION

12”/30cm Attacker places their units here

Defender places their units here 12”/30cm

SPECIAL RULES DEPLOYMENT


• Meeting Engagement (First Player) 1. Both players, starting with the Attacker, take turns at
• Random Time of Day (Attacker) placing a Unit within 12”/30cm of their own table edge
until all are deployed.
SETTING UP 2. All Infantry Teams start the game in Foxholes.
1. Both players roll a die. The highest-scoring player is
the Attacker. WHO GOES FIRST
2. The Attacker picks a long table edge to attack from. Both players roll a die. The highest scoring player has the
first turn. As the game is a Meeting Engagement, the player
3. The Defender defends from the opposite table edge. who has the first turn will Shoot as if they Moved and cannot
4. The Attacker chooses either to roll on the Random Time use Artillery Bombardments or Aircraft on that turn.
of Day Table or to attack in Daylight.
WINNING THE GAME
RANDOM TIME OF DAY • A player wins if their opponent has no Formations left
on the table.
DIE ROLL MISSION

1 or 2 Dawn
3 or 4 Daylight
5 or 6 Dusk

5
ANNIHILATION SPECIAL RULES
MEETING ENGAGEMENT VICTORY POINTS
In a Meeting Engagement, players do not place their Ranged Count the number of Units Destroyed, including HQ
In markers as Preplanned Artillery Targets at the start Units, but not Independent Teams. Count core Units and
of the game. their Attachments separately, so if both are Destroyed, this
In addition, the following rules apply in the first Shooting counts as two Units.
Step of the player who has the first turn. They do not apply • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
in the second player’s turn, nor in subsequent turns. • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
• The first player’s Aircraft cannot arrive in their first turn. • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
• Treat all of the first player’s Teams as having moved when
Shooting in their first Shooting Step, whether they actu- Both players lose a game that runs out of time. If neither
ally moved or not. player won, both players treat their opponent as the winner
• The first player’s Teams cannot fire Artillery Bombard­ and gain Victory Points as the Loser.
ments in their first Shooting Step.
The first player’s Teams can still Move, Dig In, or Go to
Ground as normal in their Movement Step, and launch
assaults in the Assault Step.

6
BREAKTHROUGH

Attacker’s Reserves arrive


arrive from either corner
Defender’s Reserves

16”/40cm 16”/40cm

from this corner


8”/20cm

16”/40cm 16”/40cm
Attacker places
two objectives
Defender places their
in this area
units in either quarter
8”/20cm

Defender places their


8”/20cm
units in either quarter

arrive from either corner


16”/40cm

Defender’s Reserves
Attacker places 8”/20cm
their units here
16”/40cm

SPECIAL RULES Reserves will arrive within 16”/40cm of either of their


• Flanking Delayed Reserves (Attacker) table corners.
• Random Time of Day (Attacker) 2. The Attacker selects at least one Unit to hold in Delayed
• Ambush (Defender) Reserve. Their Reserves will arrive within 16”/40cm of
• Immediate Reserves (Defender) the Objective table corner.
3. Starting with the Defender, the players place Ranged In
SETTING UP markers for all of their deployed (including in Ambush)
1. The Defender picks two diagonally opposite table quar- Artillery Units.
ters to defend. 4. The Defender may hold one of their deployed Units
2. The Attacker picks one of the remaining table quarters in Ambush.
to attack from. 5. The Defender then places their deployed Units in their
3. The Attacker places two Objectives in the remaining table quarters, allocating them between the quarters as
table quarter at least 8”/20cm from all table edges. they wish.
4. The Attacker chooses either to roll on the Random Time 6. The Attacker then places their deployed Units in their
of Day Table or to attack in Daylight. table quarter at least 8”/20cm from both centre lines.
7. All Infantry Teams start the game in Foxholes.
DEPLOYMENT
1. The Defender selects up to 60% of their force to WHO GOES FIRST
deploy and holds the rest in Immediate Reserve. Their The Attacker has the first turn.

WINNING THE GAME


RANDOM TIME OF DAY • The Attacker wins if they end their turn on or after the
DIE ROLL MISSION sixth turn Holding an Objective.
• The Defender wins if they have Repelled the Attack at
1 Dawn the end of their turn on or after the sixth turn.
2, 3 or 4 Daylight
5 or 6 Dusk

7
BREAKTHROUGH SPECIAL RULES
AMBUSH (DEFENDER) If the Defender rolled three or more dice to get Reserves in
this turn, but failed to score any rolls of 5+, they automati-
The defending player holds one Unit in Ambush when they
cally receive one Unit from Reserve anyway.
deploy. Units held in Ambush are treated as being on the
table, but their location isn’t specified until they reveal them-
selves. They are held off the table at the start of the game. FLANKING DELAYED RESERVES
ALREADY THERE (ATTACKER)
Ambushing Teams do not have to move. They can remain The Attacker must hold at least one Unit in Reserve. The
where they are placed and shoot at their Halted ROF. Units entire Unit must be In Command at the end of its Movement
in Ambush are in Foxholes when they are placed on the table. in the turn it arrives from Reserves. Attachments and
their core Unit must arrive from the same point, although
PLACING AMBUSHES Passengers may be Mounted or Dismounted. A Unit may
At the start of the Defender’s turn, in the Starting Step, they not use Movement Orders until it has moved on to the table.
may place the Unit that they have been holding in Ambush.
They must place the entire Unit, and it must be placed with ROLL FOR RESERVES
all of its Teams within 6”/15cm of the Unit Leader. A Unit At the start of the Attacker’s third turn, they roll a die. On a
with at least eight Tank Teams or at least twelve Teams in roll of 5+ their first Unit arrives from the Reserve. It may be
total increases this distance to 8”/20cm. any Unit of their choice, but must arrive now. The Reserves
The Defender may place a Team from Ambush anywhere in move on from the table edge within 16”/40cm of the corner
their Deployment Area, provided that it is: opposite the Attacker’s deployment area at the start of their
• at least 16”/40cm of any enemy Team within Line of Movement Step.
Sight, unless Concealed by Terrain from it, and At the start of their fourth turn, they roll two dice. Each roll
• at least 4”/10cm of all enemy Teams. of 5+ results in another Unit arriving from their Reserves.
They keep rolling at the start of each of their following turns
ATTACHMENTS AND AMBUSHES adding one more die than the previous turn, so at the start of
When you hold a Unit in Ambush, you may also hold its turn five they roll three dice, at the start of turn six they roll
Transport or Infantry Attachment in Ambush as well, or four dice, and so on. Each roll of 5+ brings another Unit on
Deploy them as normal. If you do hold both a Unit and from the Attacker’s Reserves.
its Attachment in Ambush together, the Infantry must If the Attacker rolled three or more dice to get Reserves in
be Mounted in their Transports when they are placed this turn, but failed to score any rolls of 5+, they automati-
from Ambush. cally receive one Unit from Reserve anyway.

IMMEDIATE RESERVES (DEFENDER) VICTORY POINTS


The Defender may not deploy more than 60% of the agreed Count the number of Units Destroyed, including HQ
points total for the game on the table. The remainder must Units, but not Independent Teams. Count core Units and
be held in Reserve. The entire Unit must be In Command at their Attachments separately, so if both are Destroyed, this
the end of its Movement in the turn it arrives from Reserves. counts as two Units.
Attachments and their core Unit must arrive from the same • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
point, although Passengers may be Mounted or Dismounted.
• Winner lost 2 Units: Winner 7 VP, Loser 2 VP
A Unit may not use Movement Orders until it has moved on
to the table. • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP

Both players lose a game that runs out of time. If neither


ROLL FOR RESERVES
player won, both players treat their opponent as the winner
At the start of the Defender’s first turn, they roll a die. On a and gain Victory Points as the Loser.
roll of 5+ their first Unit arrives from the Reserve. It may be
any Unit of their choice, but must arrive now. The Reserves HOLDING OBJECTIVES
move on from the table edge within 16”/40cm of the corner
You Hold an Objective if you start your turn with a Tank
in either of the Defender’s deployment areas at the start of
or Infantry team within 4”/10cm of it, and end it with no
their Movement Step.
opposing Tank or Infantry teams within 4”/10cm of it.
At the start of their second turn, they roll two dice. Each roll Objectives cannot be Held or contested by Tank teams that
of 5+ results in another Unit arriving from their Reserves. are Bailed Out, Aircraft, Transports, or Independent teams,
They keep rolling at the start of each of their following turns or by teams that moved at Dash speed.
adding one more die than the previous turn, so at the start of
turn three they roll three dice, at the start of turn four they REPELLING AN ATTACK
roll four dice, and so on. Each roll of 5+ brings another Unit You have Repelled an Attack when, at the end of your turn,
on from the Defender’s Reserves. every Objective has no enemy Tank or Infantry teams within
8”/20cm. Ignore enemy Tank teams that are Bailed Out,
Aircraft, Transports, or Independent teams.

8
BRIDGEHEAD

Attacker places their units here

8”/20cm 8”/20cm
16”/40cm

8”/20cm Defender places


their units here

28“/70cm Attacker places 20“/50cm


two objectives
in this area

8”/20cm

Defender rolls to see where their Reserves Arrive

SPECIAL RULES 2. Starting with the Defender, the players place Ranged In
• Ambush (Defender) markers for all of their deployed (including in Ambush)
• Deep Scattered Immediate Reserves (Defender) Artillery Units.
• Minefields (Defender) 3. The Defender may hold one of their deployed Units
• Time of Day (Defender) in Ambush.
4. They then place their deployed Units in their table half at
SETTING UP least 20”/50cm from the side table edges.
1. The Defender picks a long table edge to defend from. 5. The Attacker places all of their Units in their table half
The Attacker attacks from the opposite edge. at least 16”/40cm from the long centre line or within
2. The Attacker places two Objectives at least 8”/20cm from 8”/20cm of the side table edge.
the long centre line, at least 8”/20cm from long table 6. All Infantry Teams start the game in Foxholes.
edge, and at least 28”/70cm from the short table edges.
3. The Defender places one Minefield for each 25 points or WHO GOES FIRST
part thereof in their force anywhere outside the oppo- The Attacker has the first turn.
nent’s deployment area.
WINNING THE GAME
4. The Defender chooses the time of day: Daylight,
• The Attacker wins if they end their turn Holding an
Dawn, or Dusk.
Objective.
DEPLOYMENT • The Defender wins if they have Repelled the Attack at
1. The Defender selects up to 60% of their force to deploy the end of their turn on or after the sixth turn.
and holds the rest in Deep Scattered Immediate Reserve.
The Defender will dice to see where each Unit will arrive.

9
BRIDGEHEAD SPECIAL RULES
AMBUSH (DEFENDER) ROLL FOR RESERVES
The defending player holds one Unit in Ambush when they At the start of the Defender’s first turn, they roll a die. On a
deploy. Units held in Ambush are treated as being on the roll of 5+ their first Unit arrives from the Reserve. It may be
table, but their location isn’t specified until they reveal them- any Unit of their choice, but must arrive now.
selves. They are held off the table at the start of the game. At the start of their second turn, they roll two dice. Each roll
of 5+ results in another Unit arriving from their Reserves.
ALREADY THERE They keep rolling at the start of each of their following turns
Ambushing Teams do not have to move. They can remain adding one more die than the previous turn, so at the start of
where they are placed and shoot at their Halted ROF. Units turn three they roll three dice, at the start of turn four they
in Ambush are in Foxholes when they are placed on the table. roll four dice, and so on. Each roll of 5+ brings another Unit
on from the Defender’s Reserves.
PLACING AMBUSHES
At the start of the Defender’s turn, in the Starting Step, they If the Defender rolled three or more dice to get Reserves in
may place the Unit that they have been holding in Ambush. this turn, but failed to score any rolls of 5+, they automati-
They must place the entire Unit, and it must be placed with cally receive one Unit from Reserve anyway.
all of its Teams within 6”/15cm of the Unit Leader. A Unit
with at least eight Tank Teams or at least twelve Teams in WHERE DO RESERVES ARRIVE
total increases this distance to 8”/20cm. When each Unit arrives from Reserve, the owning player
rolls a die to determine from which table edge or corner it
The Defender may place a Team from Ambush anywhere in
will arrive using the mission map as reference.
their Deployment Area, provided that it is:
• at least 16”/40cm of any enemy Team within Line of If a Unit arrives from a table edge, it may enter the table
Sight, unless Concealed by Terrain from it, and anywhere along that table edge. If the Unit arrives from a
corner, they must enter the table within 16”/40cm of the
• at least 4”/10cm of all enemy Teams.
corner. The Reserves move on from the table edge at the start
ATTACHMENTS AND AMBUSHES of their Movement Step.
When you hold a Unit in Ambush, you may also hold its
Transport or Infantry Attachment in Ambush as well, or VICTORY POINTS
Deploy them as normal. If you do hold both a Unit and Count the number of Units Destroyed, including HQ
its Attachment in Ambush together, the Infantry must Units, but not Independent Teams. Count core Units and
be Mounted in their Transports when they are placed their Attachments separately, so if both are Destroyed, this
from Ambush. counts as two Units.
• Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
DEEP SCATTERED IMMEDIATE • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
RESERVES (DEFENDER) • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
The Defender may not deploy more than 60% of the agreed
points total for the game on the table. The remainder must Both players lose a game that runs out of time. If neither
be held in Reserve. No more than one Battle Tank Unit or player won, both players treat their opponent as the winner
Aircraft Unit can be placed on table. All remaining Units of and gain Victory Points as the Loser.
these types must be held in Reserve.
A Battle Tank Unit is one with Front Armour of 4 or more. HOLDING OBJECTIVES
Regardless of their armour, Observer Teams are never Battle You Hold an Objective if you start your turn with a Tank
Tank Units. or Infantry team within 4”/10cm of it, and end it with no
The entire Unit must be In Command at the end of its opposing Tank or Infantry teams within 4”/10cm of it.
Movement in the turn it arrives from Reserves. Attachments Objectives cannot be Held or contested by Tank teams that
and their core Unit must arrive from the same point, are Bailed Out, Aircraft, Transports, or Independent teams,
although Passengers may be Mounted or Dismounted. A or by teams that moved at Dash speed.
Unit may not use Movement Orders until it has moved on
to the table. REPELLING AN ATTACK
You have Repelled an Attack when, at the end of your turn,
every Objective has no enemy Tank or Infantry teams within
8”/20cm. Ignore enemy Tank teams that are Bailed Out,
Aircraft, Transports, or Independent teams.

10
CONTACT
Attacker’s Reserves arrive from Here

Defender places two objectives in this area


8”/20cm

Attacker places their units here

16”/40cm
12”/30cm

8”/20cm
12”/30cm

Defender places their units here

8”/20cm
Attacker places two objectives in this area

Defender rolls to see where their Reserves Arrive

SPECIAL RULES DEPLOYMENT


• Immediate Reserves (Attacker) 1. The Attacker selects up to 60% of their force to deploy
• Random Time of Day (Attacker) and holds the rest in Immediate Reserve. The Reserves
• Ambush (Defender) will arrive from the Attacker’s long table edge.
• Scattered Delayed Reserves (Defender) 2. The Defender selects up to 60% of their force to deploy
and holds the rest in Scattered Delayed Reserve. The
SETTING UP player will dice to see where each Unit arrives.
1. The Defender picks a long table edge to defend. The
3. Starting with the Defender, the players place Ranged In
Attacker attacks from the opposite edge of the table.
markers for all of their deployed (including in Ambush)
2. The Defender places two Objectives in the Attacker’s Artillery Units.
table half, at least 16”/40cm from the long centre line
4. The Defender may hold one of their deployed Units
and at least 8”/20cm from the short table edges.
in Ambush.
3. The Attacker now places two Objectives in the Defender’s
5. They then place their deployed Units in their table half at
table half, at least 12”/30cm from the long centre line
least 8”/20cm from the long centre line.
and at least 8”/20cm from the short table edges.
6. The Attacker then places their deployed Units in their
4. The Attacker chooses either to roll on the Random Time
table half at least 12”/30cm from the long centre line.
of Day Table or to attack in Daylight.
7. All Infantry Teams start the game in Foxholes.

RANDOM TIME OF DAY WHO GOES FIRST


MISSION The Attacker has the first turn.
DIE ROLL

1 Dawn WINNING THE GAME


• A player wins if they end their turn Holding an Objective
2, 3 or 4 Daylight on the opponent’s side of the table.
5 or 6 Dusk

11
CONTACT SPECIAL RULES
AMBUSH (DEFENDER) If the Attacker rolled three or more dice to get Reserves in
this turn, but failed to score any rolls of 5+, they automati-
The defending player holds one Unit in Ambush when they
cally receive one Unit from Reserve anyway.
deploy. Units held in Ambush are treated as being on the
table, but their location isn’t specified until they reveal them-
selves. They are held off the table at the start of the game. SCATTERED DELAYED RESERVES
ALREADY THERE (DEFENDER)
Ambushing Teams do not have to move. They can remain The Defender may not deploy more than 60% of the agreed
where they are placed and shoot at their Halted ROF. Units points total for the game on the table. The remainder must
in Ambush are in Foxholes when they are placed on the table. be held in Reserve. The entire Unit must be In Command at
the end of its Movement in the turn it arrives from Reserves.
PLACING AMBUSHES Attachments and their core Unit must arrive from the same
At the start of the Defender’s turn, in the Starting Step, they point, although Passengers may be Mounted or Dismounted.
may place the Unit that they have been holding in Ambush. A Unit may not use Movement Orders until it has moved on
They must place the entire Unit, and it must be placed with to the table.
all of its Teams within 6”/15cm of the Unit Leader. A Unit
with at least eight Tank Teams or at least twelve Teams in ROLL FOR RESERVES
total increases this distance to 8”/20cm. At the start of the Defender’s third turn, they roll a die. On a
The Defender may place a Team from Ambush anywhere in roll of 5+ their first Unit arrives from the Reserve. It may be
their Deployment Area, provided that it is: any Unit of their choice, but must arrive now.
• at least 16”/40cm of any enemy Team within Line of At the start of their fourth turn, they roll two dice. Each roll
Sight, unless Concealed by Terrain from it, and of 5+ results in another Unit arriving from their Reserves.
• at least 4”/10cm of all enemy Teams. They keep rolling at the start of each of their following turns
adding one more die than the previous turn, so at the start of
ATTACHMENTS AND AMBUSHES turn five they roll three dice, at the start of turn six they roll
When you hold a Unit in Ambush, you may also hold its four dice, and so on. Each roll of 5+ brings another Unit on
Transport or Infantry Attachment in Ambush as well, or from the Defender’s Reserves.
Deploy them as normal. If you do hold both a Unit and If the Defender rolled three or more dice to get Reserves in
its Attachment in Ambush together, the Infantry must this turn, but failed to score any rolls of 5+, they automati-
be Mounted in their Transports when they are placed cally receive one Unit from Reserve anyway.
from Ambush.
WHERE DO RESERVES ARRIVE
IMMEDIATE RESERVES (ATTACKER) When each Unit arrives from Reserve, the Defender player
The Attacker may not deploy more than 60% of the agreed rolls a die to determine from which table edge or corner it
points total for the game on the table. The remainder must will arrive using the mission map as reference.
be held in Reserve. The entire Unit must be In Command at If a Unit arrives from a table edge, it may enter the table
the end of its Movement in the turn it arrives from Reserves. anywhere along that table edge. If the Unit arrives from a
Attachments and their core Unit must arrive from the same corner, they must enter the table within 16”/40cm of the
point, although Passengers may be Mounted or Dismounted. corner. The Reserves move on from the table edge at the start
A Unit may not use Movement Orders until it has moved on of their Movement Step.
to the table.

ROLL FOR RESERVES


VICTORY POINTS
Count the number of Units Destroyed, including HQ
At the start of the Attacker’s first turn, they roll a die. On a
Units, but not Independent Teams. Count core Units and
roll of 5+ their first Unit arrives from the Reserve. It may be
their Attachments separately, so if both are Destroyed, this
any Unit of their choice, but must arrive now. The Reserves
counts as two Units.
move on from the Attacker’s long table edge at the start of
their Movement Step. • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
• Winner lost 2 Units: Winner 7 VP, Loser 2 VP
At the start of their second turn, they roll two dice. Each roll
of 5+ results in another Unit arriving from their Reserves. • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
They keep rolling at the start of each of their following turns
Both players lose a game that runs out of time. If neither
adding one more die than the previous turn, so at the start of
player won, both players treat their opponent as the winner
turn three they roll three dice, at the start of turn four they
and gain Victory Points as the Loser.
roll four dice, and so on. Each roll of 5+ brings another Unit
on from the Attacker’s Reserves.

12
CORNERED

Defender’s Reserves arrive


16”/40cm

from this corner


16”/40cm
12”/30cm Defender places their
units here
4”/10cm
Attacker places
two objectives
Attacker places
4”/10cm in this area 12”/30cm
their units here
4”/10cm

20”/50cm

SPECIAL RULES DEPLOYMENT


• Time of Day (Attacker) 1. The Defender selects up to 60% of their force to deploy
• Ambush (Defender) and holds the rest in Immediate Reserve. Their Reserves
• Immediate Reserves (Defender) will arrive within 16”/40cm of their table corner.
• Minefields (Defender) 2. Starting with the Defender, the players place Ranged In
markers for all of their deployed (including in Ambush)
SETTING UP Artillery Units.
1. The Defender picks a table quarter to defend. 3. The Defender may hold one of their deployed Units
2. The Attacker attacks from the opposite short table edge. in Ambush.
3. The Attacker places two Objectives in the Defender’s 4. The Defender then places their deployed Units in their
table quarter at least 4”/10cm from both centre lines table quarter or up to 4”/10cm into the Attacker’s table
and 12”/30cm from all table edges. Depending on the half.
quarter chosen, the table will look like: 5. The Attacker then places their deployed Units in their
table half at least 20”/50cm from the short centre line.
6. All Infantry Teams start the game in Foxholes.
or
WHO GOES FIRST
The Attacker has the first turn.

4. The Defender may place one Minefield for each WINNING THE GAME
25 points in their force anywhere outside the Attacker’s • The Attacker wins if they end their turn on or after the
deployment area. sixth turn Holding an Objective.
5. The Attacker chooses the time of day: Daylight, • The Defender wins if they have Repelled the Attack at
Dawn, or Dusk. the end of their turn on or after the sixth turn.

13
CORNERED SPECIAL RULES
AMBUSH (DEFENDER) ROLL FOR RESERVES
The defending player holds one Unit in Ambush when they At the start of the Defender’s first turn, they roll a die. On a
deploy. Units held in Ambush are treated as being on the roll of 5+ their first Unit arrives from the Reserve. It may be
table, but their location isn’t specified until they reveal them- any Unit of their choice, but must arrive now. The Reserves
selves. They are held off the table at the start of the game. move on from the table edge within 16”/40cm of the corner
in either of the Defender’s deployment areas at the start of
ALREADY THERE their Movement Step.
Ambushing Teams do not have to move. They can remain At the start of their second turn, they roll two dice. Each roll
where they are placed and shoot at their Halted ROF. Units of 5+ results in another Unit arriving from their Reserves.
in Ambush are in Foxholes when they are placed on the table. They keep rolling at the start of each of their following turns
adding one more die than the previous turn, so at the start of
PLACING AMBUSHES
turn three they roll three dice, at the start of turn four they
At the start of the Defender’s turn, in the Starting Step, they
roll four dice, and so on. Each roll of 5+ brings another Unit
may place the Unit that they have been holding in Ambush.
on from the Defender’s Reserves.
They must place the entire Unit, and it must be placed with
all of its Teams within 6”/15cm of the Unit Leader. A Unit If the Defender rolled three or more dice to get Reserves in
with at least eight Tank Teams or at least twelve Teams in this turn, but failed to score any rolls of 5+, they automati-
total increases this distance to 8”/20cm. cally receive one Unit from Reserve anyway.
The Defender may place a Team from Ambush anywhere in
their Deployment Area, provided that it is: VICTORY POINTS
• at least 16”/40cm of any enemy Team within Line of Count the number of Units Destroyed, including HQ
Sight, unless Concealed by Terrain from it, and Units, but not Independent Teams. Count core Units and
• at least 4”/10cm of all enemy Teams. their Attachments separately, so if both are Destroyed, this
counts as two Units.
ATTACHMENTS AND AMBUSHES • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
When you hold a Unit in Ambush, you may also hold its • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
Transport or Infantry Attachment in Ambush as well, or • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
Deploy them as normal. If you do hold both a Unit and
its Attachment in Ambush together, the Infantry must Both players lose a game that runs out of time. If neither
be Mounted in their Transports when they are placed player won, both players treat their opponent as the winner
from Ambush. and gain Victory Points as the Loser.

IMMEDIATE RESERVES (DEFENDER) HOLDING OBJECTIVES


The Defender may not deploy more than 60% of the agreed You Hold an Objective if you start your turn with a Tank
points total for the game on the table. The remainder must or Infantry team within 4”/10cm of it, and end it with no
be held in Reserve. The entire Unit must be In Command at opposing Tank or Infantry teams within 4”/10cm of it.
the end of its Movement in the turn it arrives from Reserves. Objectives cannot be Held or contested by Tank teams that
Attachments and their core Unit must arrive from the same are Bailed Out, Aircraft, Transports, or Independent teams,
point, although Passengers may be Mounted or Dismounted. or by teams that moved at Dash speed.
A Unit may not use Movement Orders until it has moved on
to the table. REPELLING AN ATTACK
You have Repelled an Attack when, at the end of your turn,
every Objective has no enemy Tank or Infantry teams within
8”/20cm. Ignore enemy Tank teams that are Bailed Out,
Aircraft, Transports, or Independent teams.

14
arrive from this corner
Defender’s Reserves
COUNTERATTACK

16”/40cm

Attacker places
8”/20cm
their units here

16”/40cm

8”/20cm

cm
/30
12”

12
”/3
0c
8”/20cm
Attacker places Defender places

m
8”/20cm an Objective in an Objective in
this area this area

Defender places
8”/20cm their units here

SPECIAL RULES 2. Starting with the Defender, the players place Ranged In
• Random Time of Day (Attacker) markers for all of their deployed (including in Ambush)
• Ambush (Defender) Artillery Units.
• Immediate Reserves (Defender) 3. The Defender may hold one of their deployed Units
in Ambush.
SETTING UP 4. They then place their deployed Units in their quarter at
1. The Defender picks a table quarter to defend. least 12”/30cm from the table centre.
2. The Attacker picks an adjacent (on either the long or the 5. The Attacker places all of their Units in their table quar-
short table edge) table quarter to attack from. Depending ter at least 8”/20cm from both centre lines.
on the quarter chosen, the table will look like:
6. All Infantry Teams start the game in Foxholes.

WHO GOES FIRST


 or The Attacker has the first turn.

WINNING THE GAME


• The Attacker wins if they end their turn on or after the
3. The Defender places one Objective in their table quarter. sixth turn Holding an Objective.
4. The Attacker places one Objective in the quarter oppo- • The Defender wins if they have Repelled the Attack at
site to their own. the end of their turn on or after the sixth turn.
5. All Objectives must be at least 8”/20cm from all table
edges and at least 12”/30cm from the table centre.
6. The Attacker chooses either to roll on the Random Time RANDOM TIME OF DAY
of Day Table or to attack in Daylight.
DIE ROLL MISSION
DEPLOYMENT 1 Dawn
1. The Defender selects up to 60% of their force to deploy
and holds the rest in Immediate Reserve. Their Reserves 2, 3 or 4 Daylight
will arrive within 16”/40cm of the opposite corner from 5 or 6 Dusk
their quarter.

15
COUNTERATTACK SPECIAL RULES
AMBUSH (DEFENDER) ROLL FOR RESERVES
The defending player holds one Unit in Ambush when they At the start of the Defender’s first turn, they roll a die.
deploy. Units held in Ambush are treated as being on the On a roll of 5+ their first Unit arrives from the Reserve. It
table, but their location isn’t specified until they reveal them- may be any Unit of their choice, but must arrive now. The
selves. They are held off the table at the start of the game. Reserves move on from the table edge within 16”/40cm of
the opposite corner from their quarter at the start of their
ALREADY THERE Movement Step.
Ambushing Teams do not have to move. They can remain At the start of their second turn, they roll two dice. Each roll
where they are placed and shoot at their Halted ROF. Units of 5+ results in another Unit arriving from their Reserves.
in Ambush are in Foxholes when they are placed on the table. They keep rolling at the start of each of their following turns
adding one more die than the previous turn, so at the start of
PLACING AMBUSHES
turn three they roll three dice, at the start of turn four they
At the start of the Defender’s turn, in the Starting Step, they
roll four dice, and so on. Each roll of 5+ brings another Unit
may place the Unit that they have been holding in Ambush.
on from the Defender’s Reserves.
They must place the entire Unit, and it must be placed with
all of its Teams within 6”/15cm of the Unit Leader. A Unit If the Defender rolled three or more dice to get Reserves in
with at least eight Tank Teams or at least twelve Teams in this turn, but failed to score any rolls of 5+, they automati-
total increases this distance to 8”/20cm. cally receive one Unit from Reserve anyway.
The Defender may place a Team from Ambush anywhere in
their Deployment Area, provided that it is: VICTORY POINTS
• at least 16”/40cm of any enemy Team within Line of Count the number of Units Destroyed, including HQ
Sight, unless Concealed by Terrain from it, and Units, but not Independent Teams. Count core Units and
• at least 4”/10cm of all enemy Teams. their Attachments separately, so if both are Destroyed, this
counts as two Units.
ATTACHMENTS AND AMBUSHES • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
When you hold a Unit in Ambush, you may also hold its • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
Transport or Infantry Attachment in Ambush as well, or • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
Deploy them as normal. If you do hold both a Unit and
its Attachment in Ambush together, the Infantry must Both players lose a game that runs out of time. If neither
be Mounted in their Transports when they are placed player won, both players treat their opponent as the winner
from Ambush. and gain Victory Points as the Loser.

IMMEDIATE RESERVES (DEFENDER) HOLDING OBJECTIVES


The Defender may not deploy more than 60% of the agreed You Hold an Objective if you start your turn with a Tank
points total for the game on the table. The remainder must or Infantry team within 4”/10cm of it, and end it with no
be held in Reserve. The entire Unit must be In Command at opposing Tank or Infantry teams within 4”/10cm of it.
the end of its Movement in the turn it arrives from Reserves. Objectives cannot be Held or contested by Tank teams that
Attachments and their core Unit must arrive from the same are Bailed Out, Aircraft, Transports, or Independent teams,
point, although Passengers may be Mounted or Dismounted. or by teams that moved at Dash speed.
A Unit may not use Movement Orders until it has moved on
to the table. REPELLING AN ATTACK
You have Repelled an Attack when, at the end of your turn,
every Objective has no enemy Tank or Infantry teams within
8”/20cm. Ignore enemy Tank teams that are Bailed Out,
Aircraft, Transports, or Independent teams.

16
DOGFIGHT

8”/20cm

Defender rolls to see where their Reserves Arrive


Defender
places Both Players place
Attacker places their an objective in
their
units here 16”/40cm this area
units
here

8”/20cm 8”/20cm

8”/20cm

SPECIAL RULES 2. All of the Reserves will arrive from a table edge and must
• Time of Day (Attacker) arrive in the Defender’s table half.
• Ambush (Defender) 3. Starting with the Defender, the players place Ranged In
• Deep Scattered Delayed Reserves (Defender) markers for all of their deployed (including in Ambush)
• Minefields (Defender) Artillery Units.
4. The Defender may hold one of their Units in Ambush.
SETTING UP
5. The Defender then places their Units in their table half.
1. The Defender picks a short table edge to defend from.
The Attacker attacks from the opposite edge. 6. The Attacker places all of their Units in their table half at
least 16”/40cm from the short centre line.
2. Both players, starting with the Defender, place one
Objective in the Defender’s table half, at least 8”/20cm 7. All Infantry Teams start the game in Foxholes.
from the short centre line and all table edges. WHO GOES FIRST
3. The Defender places one Minefield for each 25 points or The Attacker has the first turn.
part thereof in their force anywhere outside the oppo-
nent’s deployment area. WINNING THE GAME
4. The Attacker chooses the time of day: Daylight, • The Attacker wins if they end their turn Holding an
Dawn, or Dusk. Objective.
• The Defender wins if they have Repelled the Attack at
DEPLOYMENT the end of their turn on or after the sixth turn.
1. The Defender selects up to 60% of their force to deploy
and holds the rest in Deep Scattered Delayed Reserve.
The Defender will dice to see where each Unit will arrive.

17
DOGFIGHT SPECIAL RULES
AMBUSH (DEFENDER) ROLL FOR RESERVES
The defending player holds one Unit in Ambush when they At the start of the Defender’s third turn, they roll a die. On a
deploy. Units held in Ambush are treated as being on the roll of 5+ their first Unit arrives from the Reserve. It may be
table, but their location isn’t specified until they reveal them- any Unit of their choice, but must arrive now.
selves. They are held off the table at the start of the game. At the start of their fourth turn, they roll two dice. Each roll
of 5+ results in another Unit arriving from their Reserves.
ALREADY THERE They keep rolling at the start of each of their following turns
Ambushing Teams do not have to move. They can remain adding one more die than the previous turn, so at the start of
where they are placed and shoot at their Halted ROF. Units turn five they roll three dice, at the start of turn six they roll
in Ambush are in Foxholes when they are placed on the table. four dice, and so on. Each roll of 5+ brings another Unit on
from the Defender’s Reserves.
PLACING AMBUSHES
At the start of the Defender’s turn, in the Starting Step, they If the Defender rolled three or more dice to get Reserves in
may place the Unit that they have been holding in Ambush. this turn, but failed to score any rolls of 5+, they automati-
They must place the entire Unit, and it must be placed with cally receive one Unit from Reserve anyway.
all of its Teams within 6”/15cm of the Unit Leader. A Unit
with at least eight Tank Teams or at least twelve Teams in WHERE DO RESERVES ARRIVE
total increases this distance to 8”/20cm. When each Unit arrives from Reserve, the owning player
rolls a die to determine from which table edge it will arrive
The Defender may place a Team from Ambush anywhere in
using the mission map as reference.
their Deployment Area, provided that it is:
• at least 16”/40cm of any enemy Team within Line of When a Unit arrives from a table edge, it may enter the table
Sight, unless Concealed by Terrain from it, and anywhere along that table edge in the Defender’s table half.
The Reserves move on from the table edge at the start of their
• at least 4”/10cm of all enemy Teams.
Movement Step.
ATTACHMENTS AND AMBUSHES
When you hold a Unit in Ambush, you may also hold its VICTORY POINTS
Transport or Infantry Attachment in Ambush as well, or Count the number of Units Destroyed, including HQ
Deploy them as normal. If you do hold both a Unit and Units, but not Independent Teams. Count core Units and
its Attachment in Ambush together, the Infantry must their Attachments separately, so if both are Destroyed, this
be Mounted in their Transports when they are placed counts as two Units.
from Ambush.
• Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
• Winner lost 2 Units: Winner 7 VP, Loser 2 VP
DEEP SCATTERED DELAYED • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
RESERVES (DEFENDER)
The Defender may not deploy more than 60% of the agreed Both players lose a game that runs out of time. If neither
points total for the game on the table. The remainder must player won, both players treat their opponent as the winner
be held in Reserve. No more than one Battle Tank Unit or and gain Victory Points as the Loser.
Aircraft Unit can be placed on table. All remaining Units of
these types must be held in Reserve. HOLDING OBJECTIVES
A Battle Tank Unit is one with Front Armour of 4 or more. You Hold an Objective if you start your turn with a Tank
Regardless of their armour, Observer Teams are never Battle or Infantry team within 4”/10cm of it, and end it with no
Tank Units. opposing Tank or Infantry teams within 4”/10cm of it.
The entire Unit must be In Command at the end of its Objectives cannot be Held or contested by Tank teams that
Movement in the turn it arrives from Reserves. Attachments are Bailed Out, Aircraft, Transports, or Independent teams,
and their core Unit must arrive from the same point, or by teams that moved at Dash speed.
although Passengers may be Mounted or Dismounted. A
Unit may not use Movement Orders until it has moved on REPELLING AN ATTACK
to the table. You have Repelled an Attack when, at the end of your turn,
every Objective has no enemy Tank or Infantry teams within
8”/20cm. Ignore enemy Tank teams that are Bailed Out,
Aircraft, Transports, or Independent teams.

18
DUST-UP
Attacker’s Reserves arrive from Here

Attacker places
8”/20cm
their units here

Both players
place an
Objective in this

12”/
area

30cm
8”/20cm

12”
/30

8”/20cm
cm Both players
place an
Objective in this
area

Defender places
their
8”/20cm units here

Defender’s Reserves arrive from Here

SPECIAL RULES DEPLOYMENT


• Meeting Engagement (First Player) 1. Both players select up to 60% of their force to deploy and
• Delayed Reserves (Both Players) hold the rest in Delayed Reserve. The Reserves will arrive
• Random Time of Day (Attacker) from the long table edge adjacent to the player’s quarter.
2. Both players, starting with the Attacker, then take turns
SETTING UP at placing a deployed Unit in their own quarter, at least
1. Both players roll a die. The highest-scoring player is 12”/30cm from the table centre until all are deployed.
the Attacker. 3. All Infantry Teams start the game in Foxholes.
2. The Attacker picks a table quarter to attack from.
WHO GOES FIRST
3. The Defender defends from the opposite quarter.
Both players roll a die. The highest scoring player has the
4. Both players, starting with the Attacker, place one first turn. As the game is a Meeting Engagement, the player
Objective in their own quarter. who has the first turn will Shoot as if they Moved and cannot
5. Both players, again starting with the Attacker, place one use Artillery Bombardments or Aircraft on that turn.
Objective in their opponent’s quarter.
6. All Objectives must be at least 8”/20cm from all table WINNING THE GAME
edges and at least 12”/30cm from the table centre. • A player wins if they end their turn Holding an Objective
7. The Attacker chooses either to roll on the Random Time in the opponent’s quarter.
of Day Table or to attack in Daylight (see next page).

RANDOM TIME OF DAY


DIE ROLL MISSION

1 or 2 Dawn
3 or 4 Daylight
5 or 6 Dusk

19
DUST-UP SPECIAL RULES
MEETING ENGAGEMENT At the start of their fourth turn, they roll two dice. Each roll
of 5+ results in another Unit arriving from their Reserves.
In a Meeting Engagement, players do not place their Ranged
They keep rolling at the start of each of their following turns
In markers as Preplanned Artillery Targets at the start
adding one more die than the previous turn, so at the start of
of the game.
turn five they roll three dice, at the start of turn six they roll
In addition, the following rules apply in the first Shooting four dice, and so on. Each roll of 5+ brings another Unit on
Step of the player who has the first turn. They do not apply from the player’s Reserves.
in the second player’s turn, nor in subsequent turns.
If a player rolled three or more dice to get Reserves in this
• The first player’s Aircraft cannot arrive in their first turn.
turn, but failed to score any rolls of 5+, they automatically
• Treat all of the first player’s Teams as having moved when receive one Unit from Reserve anyway.
Shooting in their first Shooting Step, whether they actu-
ally moved or not.
• The first player’s Teams cannot fire Artillery Bombard­ VICTORY POINTS
ments in their first Shooting Step. Count the number of Units Destroyed, including HQ
Units, but not Independent Teams. Count core Units and
The first player’s Teams can still Move, Dig In, or Go to
their Attachments separately, so if both are Destroyed, this
Ground as normal in their Movement Step, and launch
counts as two Units.
assaults in the Assault Step.
• Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
• Winner lost 2 Units: Winner 7 VP, Loser 2 VP
DELAYED RESERVES (BOTH PLAYERS) • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
Neither player may deploy more than 60% of the agreed
points total for the game on the table. The remainder must Both players lose a game that runs out of time. If neither
be held in Reserve. The entire Unit must be In Command at player won, both players treat their opponent as the winner
the end of its Movement in the turn it arrives from Reserves. and gain Victory Points as the Loser.
Attachments and their core Unit must arrive from the same
point, although Passengers may be Mounted or Dismounted. HOLDING OBJECTIVES
A Unit may not use Movement Orders until it has moved on You Hold an Objective if you start your turn with a Tank
to the table. or Infantry team within 4”/10cm of it, and end it with no
opposing Tank or Infantry teams within 4”/10cm of it.
ROLL FOR RESERVES Objectives cannot be Held or contested by Tank teams that
At the start of the player’s third turn, they roll a die. On a roll are Bailed Out, Aircraft, Transports, or Independent teams,
of 5+ their first Unit arrives from the Reserve. It may be any or by teams that moved at Dash speed.
Unit of their choice, but must arrive now. The Reserves move
on from the long table edge adjacent to their table quarter at
the start of their Movement Step.

20
ENCIRCLEMENT

Attacker places 16”/40cm 16”/40cm Attacker places


40-60% of their 40-60% of their
Force here Force here

16”/40cm 16”/40cm 16”/40cm

4”/10cm

8”/20cm

16”/40cm
8”/20cm
Defender places
their units here
12”/30cm 12”/30cm
Attacker places two
objectives in this area

Defender rolls to see where their Reserves Arrive

SPECIAL RULES DEPLOYMENT


• Random Time of Day (Attacker) 1. The Defender selects up to 60% of their force to deploy
• Ambush (Defender) and holds the rest in Immediate Scattered Reserve. The
• Minefields (Defender) player will dice to see where each Unit arrives.
• Scattered Immediate Reserves (Defender) 2. The Defender may hold one of their Units in Ambush.
3. Starting with the Defender, the players place Ranged In
SETTING UP markers for all of their deployed (including in Ambush)
1. The Defender picks a long table edge to defend from. Artillery Units.
The Attacker attacks from the opposite side of the table. 4. The Defender then places their remaining Units in their
2. The Attacking player places two Objectives in the table half at least 8”/20cm from the long centre line, or
Defender’s table half. Objectives must be either at least within 8”/20cm of the short centre line and no more
16”/40cm from the long centre line and 12”/30cm from than 4”/10cm into the Attacker's table half.
the short table edges, or within 4”/10cm of the short 5. The Attacker selects between 40% and 60% of their force
centre line. to deploy within 16”/40cm of both table edges at one
3. The Defender may place one Minefield for each corner of their table half.
50 points or part thereof in their force anywhere outside 6. The Attacker deploys the rest of their force within
the Attacker’s deployment area. 16”/40cm of both table edges at the other corner of their
4. The Attacker chooses either to roll on the Random Time table half.
of Day Table or to attack in Daylight. 7. All Infantry Teams start the game in Foxholes.

WHO GOES FIRST


RANDOM TIME OF DAY The Attacker has the first turn.
DIE ROLL MISSION
WINNING THE GAME
1, 2 or 3 Dawn • The Attacker wins if they end their turn Holding an
Objective.
4 or 5 Daylight • The Defender wins if they have Repelled the Attack at
6 Dusk the end of their turn on or after the sixth turn.

21
ENCIRCLEMENT SPECIAL RULES
AMBUSH (DEFENDER) At the start of their second turn, they roll two dice. Each roll
of 5+ results in another Unit arriving from their Reserves.
The defending player holds one Unit in Ambush when they
They keep rolling at the start of each of their following turns
deploy. Units held in Ambush are treated as being on the
adding one more die than the previous turn, so at the start of
table, but their location isn’t specified until they reveal them-
turn three they roll three dice, at the start of turn four they
selves. They are held off the table at the start of the game.
roll four dice, and so on. Each roll of 5+ brings another Unit
ALREADY THERE on from the Defender’s Reserves.
Ambushing Teams do not have to move. They can remain If the Defender rolled three or more dice to get Reserves in
where they are placed and shoot at their Halted ROF. Units this turn, but failed to score any rolls of 5+, they automati-
in Ambush are in Foxholes when they are placed on the table. cally receive one Unit from Reserve anyway.

PLACING AMBUSHES WHERE DO RESERVES ARRIVE


At the start of the Defender’s turn, in the Starting Step, they When each Unit arrives from Reserve, the owning player
may place the Unit that they have been holding in Ambush. rolls a die to determine from which table edge or corner it
They must place the entire Unit, and it must be placed with will arrive using the mission map as reference.
all of its Teams within 6”/15cm of the Unit Leader. A Unit
If a Unit arrives from a table edge, it may enter the table
with at least eight Tank Teams or at least twelve Teams in
anywhere along that table edge. If the Unit arrives from a
total increases this distance to 8”/20cm.
corner, they must enter the table within 16”/40cm of the
The Defender may place a Team from Ambush anywhere in corner. The Reserves move on from the table edge at the start
their Deployment Area, provided that it is: of their Movement Step.
• at least 16”/40cm of any enemy Team within Line of
Sight, unless Concealed by Terrain from it, and
• at least 4”/10cm of all enemy Teams.
VICTORY POINTS
Count the number of Units Destroyed, including HQ
ATTACHMENTS AND AMBUSHES Units, but not Independent Teams. Count core Units and
When you hold a Unit in Ambush, you may also hold its their Attachments separately, so if both are Destroyed, this
Transport or Infantry Attachment in Ambush as well, or counts as two Units.
Deploy them as normal. If you do hold both a Unit and • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
its Attachment in Ambush together, the Infantry must • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
be Mounted in their Transports when they are placed • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
from Ambush.
Both players lose a game that runs out of time. If neither
SCATTERED IMMEDIATE RESERVES player won, both players treat their opponent as the winner
(DEFENDER) and gain Victory Points as the Loser.
Players may not deploy more than 60% of the agreed points
total for the game on the table. The remainder must be held
HOLDING OBJECTIVES
in Reserve. The entire Unit must be In Command at the You Hold an Objective if you start your turn with a Tank
end of its Movement in the turn it arrives from Reserves. or Infantry team within 4”/10cm of it, and end it with no
Attachments and their core Unit must arrive from the same opposing Tank or Infantry teams within 4”/10cm of it.
point, although Passengers may be Mounted or Dismounted. Objectives cannot be Held or contested by Tank teams that
A Unit may not use Movement Orders until it has moved on are Bailed Out, Aircraft, Transports, or Independent teams,
to the table. or by teams that moved at Dash speed.

ROLL FOR RESERVES REPELLING AN ATTACK


At the start of the Defender’s first turn, they roll a die. On a You have Repelled an Attack when, at the end of your turn,
roll of 5+ their first Unit arrives from the Reserve. It may be every Objective has no enemy Tank or Infantry teams within
any Unit of their choice, but must arrive now. The Reserves 8”/20cm. Ignore enemy Tank teams that are Bailed Out,
move on from the Defender’s short table edge at the start of Aircraft, Transports, or Independent teams.
their Movement Step.

22
ENCOUNTER
Attacker rolls to see where their Reserves Arrive

8”/20cm
8”/20cm Defender places two objectives in this area 12”/30cm

Attacker places their units here

Defender places their units here

12”/30cm 8”/20cm
Attacker places two objectives in this area
8”/20cm

Defender rolls to see where their Reserves Arrive

SPECIAL RULES DEPLOYMENT


• Random Time of Day (Attacker) 1. Both players select up to 60% of their force to deploy
• Meeting Engagement (First Player) and hold the rest in Scattered Delayed Reserve. The play-
• Scattered Delayed Reserves (Both Players) ers will dice to see where each Unit arrives.
2. Both players, starting with the Attacker, then take turns
SETTING UP at placing a deployed Unit within 12”/30cm of their own
1. Both players roll a die. The highest-scoring player is table edge until all are deployed.
the Attacker. 3. All Infantry Teams start the game in Foxholes.
2. The Attacker picks a long table edge to attack from. The
Defender defends from the opposite table edge. WHO GOES FIRST
Both players roll a die. The highest scoring player has the
3. Both players, starting with the Attacker, place two
first turn. As the game is a Meeting Engagement, the player
Objectives within 8”/20cm of the opponent’s table edge,
who has the first turn will Shoot as if they Moved and cannot
at least 8”/20cm from the side table edges.
use Artillery Bombardments or Aircraft on that turn.
4. The Attacker chooses either to roll on the Random Time
of Day Table or to attack in Daylight. WINNING THE GAME
• A player wins if they end their turn Holding an Objective
RANDOM TIME OF DAY on the opponent’s side of the table.
DIE ROLL MISSION

1 or 2 Dawn
3 or 4 Daylight
5 or 6 Dusk

23
ENCOUNTER SPECIAL RULES
MEETING ENGAGEMENT If a player rolled three or more dice to get Reserves in this
turn, but failed to score any rolls of 5+, they automatically
In a Meeting Engagement, players do not place their Ranged
receive one Unit from Reserve anyway.
In markers as Preplanned Artillery Targets at the start
of the game.
WHERE DO RESERVES ARRIVE
In addition, the following rules apply in the first Shooting
When each Unit arrives from Reserve, the owning player
Step of the player who has the first turn. They do not apply
rolls a die to determine from which table edge or corner it
in the second player’s turn, nor in subsequent turns.
will arrive using the mission map as reference.
• The first player’s Aircraft cannot arrive in their first turn.
If a Unit arrives from a table edge, it may enter the table
• Treat all of the first player’s Teams as having moved when
anywhere along that table edge. If the Unit arrives from a
Shooting in their first Shooting Step, whether they actu-
corner, they must enter the table within 16”/40cm of the
ally moved or not.
corner. The Reserves move on from the table edge at the start
• The first player’s Teams cannot fire Artillery Bombard­ of their Movement Step.
ments in their first Shooting Step.
The first player’s Teams can still Move, Dig In, or Go to
Ground as normal in their Movement Step, and launch
VICTORY POINTS
assaults in the Assault Step. Count the number of Units Destroyed, including HQ
Units, but not Independent Teams. Count core Units and
their Attachments separately, so if both are Destroyed, this
SCATTERED DELAYED RESERVES counts as two Units.
(BOTH PLAYERS) • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
Neither player may deploy more than 60% of the agreed • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
points total for the game on the table. The remainder must • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
be held in Reserve. The entire Unit must be In Command at
the end of its Movement in the turn it arrives from Reserves. Both players lose a game that runs out of time. If neither
Attachments and their core Unit must arrive from the same player won, both players treat their opponent as the winner
point, although Passengers may be Mounted or Dismounted. and gain Victory Points as the Loser.
A Unit may not use Movement Orders until it has moved on
to the table. HOLDING OBJECTIVES
You Hold an Objective if you start your turn with a Tank
ROLL FOR RESERVES or Infantry team within 4”/10cm of it, and end it with no
At the start of the player’s third turn, they roll a die. On a roll opposing Tank or Infantry teams within 4”/10cm of it.
of 5+ their first Unit arrives from the Reserve. It may be any Objectives cannot be Held or contested by Tank teams that
Unit of their choice, but must arrive now. are Bailed Out, Aircraft, Transports, or Independent teams,
At the start of their fourth turn, they roll two dice. Each roll or by teams that moved at Dash speed.
of 5+ results in another Unit arriving from their Reserves.
They keep rolling at the start of each of their following turns
adding one more die than the previous turn, so at the start of
turn five they roll three dice, at the start of turn six they roll
four dice, and so on. Each roll of 5+ brings another Unit on
from the player’s Reserves.

24
ESCAPE

Defender places
their units here

Defender's Reserves arrive here


8”/20cm 12”/30cm

8”/20cm Both players 16”/40cm


place an Attacker places
objective in their units here
this area

8”/20cm

8”/20cm

SPECIAL RULES DEPLOYMENT


• Random Time of Day (Attacker) 1. The Defender selects up to 60% of their force to deploy
• Ambush (Defender) and holds the rest in Immediate Reserve. Their Reserves
• Immediate Reserves (Defender) arrive from the Attacking player’s short table edge.
2. Starting with the Defender, the players place Ranged In
SETTING UP markers for all of their deployed (including in Ambush)
1. The Defender picks a short table edge to defend from. Artillery Units.
The Attacker attacks from the opposite end of the table. 3. The Defender may hold one of their Units in Ambush.
2. Both players, starting with the Defender, place one 4. The Defender then places their remaining Units in their
Objective in the Defender’s table half, at least 16”/40cm table half at least 8”/20cm from the short centre line.
from the short centre line and 8”/20cm from all
5. The Attacker places all of their Units in their table half
table edges.
at least 8”/20cm from the short centre line and at least
3. The Defender may place one Minefield for each 12”/30cm from their short table edge.
25 points in their force anywhere outside the Attacker’s
6. All Infantry Teams start the game in Foxholes.
deployment area.
4. The Attacker chooses either to roll on the Random Time WHO GOES FIRST
of Day Table or to attack in Daylight. The Defender has the first turn.

RANDOM TIME OF DAY WINNING THE GAME


DIE ROLL MISSION • The Attacker wins if they end their turn Holding an
Objective.
1 Dawn • The Defender wins if they have Repelled the Attack at
2, 3 or 4 Daylight the end of their turn on or after the sixth turn.
5 or 6 Dusk

25
ESCAPE SPECIAL RULES
AMBUSH (DEFENDER) ROLL FOR RESERVES
The defending player holds one Unit in Ambush when they At the start of the Defender’s first turn, they roll a die. On a
deploy. Units held in Ambush are treated as being on the roll of 5+ their first Unit arrives from the Reserve. It may be
table, but their location isn’t specified until they reveal them- any Unit of their choice, but must arrive now. The Reserves
selves. They are held off the table at the start of the game. move on from the table edge within 16”/40cm of the corner
in either of the Defender’s deployment areas at the start of
ALREADY THERE their Movement Step.
Ambushing Teams do not have to move. They can remain At the start of their second turn, they roll two dice. Each roll
where they are placed and shoot at their Halted ROF. Units of 5+ results in another Unit arriving from their Reserves.
in Ambush are in Foxholes when they are placed on the table. They keep rolling at the start of each of their following turns
adding one more die than the previous turn, so at the start of
PLACING AMBUSHES
turn three they roll three dice, at the start of turn four they
At the start of the Defender’s turn, in the Starting Step, they
roll four dice, and so on. Each roll of 5+ brings another Unit
may place the Unit that they have been holding in Ambush.
on from the Defender’s Reserves.
They must place the entire Unit, and it must be placed with
all of its Teams within 6”/15cm of the Unit Leader. A Unit If the Defender rolled three or more dice to get Reserves in
with at least eight Tank Teams or at least twelve Teams in this turn, but failed to score any rolls of 5+, they automati-
total increases this distance to 8”/20cm. cally receive one Unit from Reserve anyway.
The Defender may place a Team from Ambush anywhere in
their Deployment Area, provided that it is: VICTORY POINTS
• at least 16”/40cm of any enemy Team within Line of Count the number of Units Destroyed, including HQ
Sight, unless Concealed by Terrain from it, and Units, but not Independent Teams. Count core Units and
• at least 4”/10cm of all enemy Teams. their Attachments separately, so if both are Destroyed, this
counts as two Units.
ATTACHMENTS AND AMBUSHES • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
When you hold a Unit in Ambush, you may also hold its • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
Transport or Infantry Attachment in Ambush as well, or • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
Deploy them as normal. If you do hold both a Unit and
its Attachment in Ambush together, the Infantry must Both players lose a game that runs out of time. If neither
be Mounted in their Transports when they are placed player won, both players treat their opponent as the winner
from Ambush. and gain Victory Points as the Loser.

IMMEDIATE RESERVES (DEFENDER) HOLDING OBJECTIVES


The Defender may not deploy more than 60% of the agreed You Hold an Objective if you start your turn with a Tank
points total for the game on the table. The remainder must or Infantry team within 4”/10cm of it, and end it with no
be held in Reserve. The entire Unit must be In Command at opposing Tank or Infantry teams within 4”/10cm of it.
the end of its Movement in the turn it arrives from Reserves. Objectives cannot be Held or contested by Tank teams that
Attachments and their core Unit must arrive from the same are Bailed Out, Aircraft, Transports, or Independent teams,
point, although Passengers may be Mounted or Dismounted. or by teams that moved at Dash speed.
A Unit may not use Movement Orders until it has moved on
to the table. REPELLING AN ATTACK
You have Repelled an Attack when, at the end of your turn,
every Objective has no enemy Tank or Infantry teams within
8”/20cm. Ignore enemy Tank teams that are Bailed Out,
Aircraft, Transports, or Independent teams.

26
FIGHTING WITHDRAWAL

Attacker places their units here 8”/20cm

Defender places their units here

Attacker places two objectives in this area


16”/40cm 16”/40cm

SPECIAL RULES DEPLOYMENT


• Ambush (Defender) 1. The Defender may hold a Unit in Ambush.
• Minefields (Defender) 2. The Defender then places their remaining Units in their
• Random Time of Day (Defender) table half.
• Strategic Withdrawal (Defender) 3. The Attacker places all of their Units within 8”/20cm of
their table edge.
SETTING UP
1. The Defender picks a long table edge to defend. The 4. All Infantry Teams start the game in Foxholes.
Attacker attacks from the opposite table edge. WHO GOES FIRST
2. The Attacker places two Objectives within 16”/40cm of The Attacker has the first turn.
the Defender’s edge and at least 16”/40cm from the side
Note, the Defender must remove Units from the table start-
table edges.
ing on turn two using the Strategic Withdrawal rule (see
3. The Defender places one Minefield for each 25 points or overleaf ).
part thereof in their force anywhere outside the oppo-
nent’s deployment area. WINNING THE GAME
4. Starting with the Defender, the players place Ranged In • The Attacker wins if they end their turn Holding an
markers for all of their deployed (including in Ambush) Objective.
Artillery Units. • Otherwise, the Defender wins at the start of their eighth
turn after checking Force Morale.
5. The Defender chooses either to roll on the Random Time
of Day Table or to fight in Daylight.

RANDOM TIME OF DAY


DIE ROLL MISSION

1 Dawn
2 or 3 Daylight
4, 5 or 6 Dusk

27
FIGHTING WITHDRAWAL SPECIAL RULES
AMBUSH (DEFENDER) STRATEGIC WITHDRAWAL (DEFENDER)
The defending player holds one Unit in Ambush when they The Defender starts the game with no Delay Counters.
deploy. Units held in Ambush are treated as being on the At the start of each turn from turn two onwards, after check-
table, but their location isn’t specified until they reveal them- ing Victory Conditions, the Defender counts the number of
selves. They are held off the table at the start of the game. Units (not counting their Attachments and any Independent
Teams) and Delay Counters that they have on table.
ALREADY THERE
• If the total is six or more, they must Withdraw one Unit
Ambushing Teams do not have to move. They can remain
(other than an Independent Team) and its Attachments
where they are placed and shoot at their Halted ROF. Units
and remove all Delay Counters.
in Ambush are in Foxholes when they are placed on the table.
• If they have less than six Units and Delay Counters com-
PLACING AMBUSHES bined, they gain a Delay Counter, but do not Withdraw
At the start of the Defender’s turn, in the Starting Step, they any Units.
may place the Unit that they have been holding in Ambush.
They must place the entire Unit, and it must be placed with WITHDRAWING UNITS
all of its Teams within 6”/15cm of the Unit Leader. A Unit When the Defender is required to Withdraw a Unit, all of
with at least eight Tank Teams or at least twelve Teams in the teams of that Unit (and its Attachments) are removed
total increases this distance to 8”/20cm. from the table. An Attachment must always be withdrawn
The Defender may place a Team from Ambush anywhere in with its core Unit.
their Deployment Area, provided that it is: If a Withdrawing Unit is not in Good Spirits, it will be treat-
• at least 16”/40cm of any enemy Team within Line of ed as being Destroyed when working out Victory Points.
Sight, unless Concealed by Terrain from it, and
• at least 4”/10cm of all enemy Teams. VICTORY POINTS
ATTACHMENTS AND AMBUSHES Count the number of Units Destroyed, including HQ
Units, but not Independent Teams. Count core Units and
When you hold a Unit in Ambush, you may also hold its
their Attachments separately, so if both are Destroyed, this
Transport or Infantry Attachment in Ambush as well, or
counts as two Units.
Deploy them as normal. If you do hold both a Unit and
its Attachment in Ambush together, the Infantry must • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
be Mounted in their Transports when they are placed • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
from Ambush. • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP

Both players lose a game that runs out of time. If neither


player won, both players treat their opponent as the winner
and gain Victory Points as the Loser.

HOLDING OBJECTIVES
You Hold an Objective if you start your turn with a Tank
or Infantry team within 4”/10cm of it, and end it with no
opposing Tank or Infantry teams within 4”/10cm of it.
Objectives cannot be Held or contested by Tank teams that
are Bailed Out, Aircraft, Transports, or Independent teams,
or by teams that moved at Dash speed.

28
FREE FOR ALL

8”/20cm Defender places two objectives in this area


8”/20cm 12”/30cm

Attacker places their units here

Defender places their units here

12”/30cm
Attacker places two objectives in this area 8”/20cm 8”/20cm

SPECIAL RULES DEPLOYMENT


• Meeting Engagement (First Player) 1. Both players, starting with the Attacker, take turns at
• Random Time of Day (Attacker) placing a Unit within 12”/30cm of their own table edge
until all are deployed.
SETTING UP 2. All Infantry Teams start the game in Foxholes.
1. Both players roll a die. The highest-scoring player is
the Attacker. WHO GOES FIRST
2. The Attacker picks a long table edge to attack from. Both players roll a die. The highest scoring player has the
first turn. As the game is a Meeting Engagement, the player
3. The Defender defends from the opposite table edge. who has the first turn will Shoot as if they Moved and cannot
4. Both players, starting with the Attacker, place two use Artillery Bombardments or Aircraft on that turn.
Objectives within 8”/20cm of the opponent’s table edge,
at least 8”/20cm from the side table edges. WINNING THE GAME
5. The Attacker chooses either to roll on the Random Time • A player wins if they end their turn Holding an Objective
of Day Table or to attack in Daylight. on the opponent’s side of the table.

RANDOM TIME OF DAY


DIE ROLL MISSION

1 or 2 Dawn
3 or 4 Daylight
5 or 6 Dusk

29
FREE FOR ALL SPECIAL RULES
MEETING ENGAGEMENT VICTORY POINTS
In a Meeting Engagement, players do not place their Ranged Count the number of Units Destroyed, including HQ
In markers as Preplanned Artillery Targets at the start Units, but not Independent Teams. Count core Units and
of the game. their Attachments separately, so if both are Destroyed, this
In addition, the following rules apply in the first Shooting counts as two Units.
Step of the player who has the first turn. They do not apply • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
in the second player’s turn, nor in subsequent turns. • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
• The first player’s Aircraft cannot arrive in their first turn. • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
• Treat all of the first player’s Teams as having moved when
Shooting in their first Shooting Step, whether they actu- Both players lose a game that runs out of time. If neither
ally moved or not. player won, both players treat their opponent as the winner
• The first player’s Teams cannot fire Artillery Bombard­ and gain Victory Points as the Loser.
ments in their first Shooting Step.
HOLDING OBJECTIVES
The first player’s Teams can still Move, Dig In, or Go to
You Hold an Objective if you start your turn with a Tank
Ground as normal in their Movement Step, and launch
or Infantry team within 4”/10cm of it, and end it with no
assaults in the Assault Step.
opposing Tank or Infantry teams within 4”/10cm of it.
Objectives cannot be Held or contested by Tank teams that
are Bailed Out, Aircraft, Transports, or Independent teams,
or by teams that moved at Dash speed.

30
GAUNTLET
Attacker's Reserves arrive here

Defender rolls to see which edge their Reserves Arrive from


Defender rolls to see which edge their Reserves Arrive from

8”/20cm 8”/20cm
Attacker places
their units here

28”/70cm 28”/70cm

8”/20cm
Defender Defender
places places
their units their units
here here
8”/20cm

12”/30cm 12”/30cm
Attacker places two
24”/60cm objectives in this area 24”/60cm

8”/20cm

SPECIAL RULES player will dice to see from which short table edge each
• Immediate Reserves (Attacker) Unit arrives.
• Meeting Engagement (Attacker) 2. The Defender then places their deployed Units within
• Random Time of Day (Attacker) 12”/30cm of either short table edge and at least 8”/20cm
• Scattered Delayed Reserves (Defender) from the Attacker's table edge. They may split their force
between the two ends of the table as they wish.
SETTING UP 3. The Attacker selects up to 60% of their force to deploy
1. The Defender picks a long table edge to defend from. and holds the rest in Immediate Reserve. The Reserves
The Attacker attacks from the opposite side of the table. will arrive from their long table edge.
2. The Attacking player places two Objectives in the 4. The Attacker deploys the rest of their force in their own
Defender’s table half. Objectives must be at least 8”/20cm table half at least 28”/70cm from the short table edges
from the long centre line and the long table edge, and at and 8”/20cm from the long centre line.
least 24”/60cm from the short table edges. 5. All Infantry Teams start the game in Foxholes.
3. The Attacker chooses either to roll on the Random Time
of Day Table or to attack in Daylight. WHO GOES FIRST
The Attacker has the first turn. As this is a Meeting
Engagement, they Shoot as if they Moved (whether they
Moved or not), cannot use Artillery Bombardments, and
RANDOM TIME OF DAY have no Aircraft on their first turn.
DIE ROLL MISSION
WINNING THE GAME
1 Dawn • The Attacker wins if they end a turn on or after the sixth
2 or 3 Daylight turn Holding an Objective.
• The Defender wins if they have Repelled the Attack at
4, 5 or 6 Dusk
the end of their turn on or after the sixth turn.

DEPLOYMENT
1. The Defender selects up to 60% of their force to deploy
and holds the rest in Delayed Scattered Reserve. The

31
GAUNTLET SPECIAL RULES
MEETING ENGAGEMENT ROLL FOR RESERVES
In a Meeting Engagement, players do not place their Ranged At the start of the Defender’s third turn, they roll a die. On a
In markers as Preplanned Artillery Targets at the start roll of 5+ their first Unit arrives from the Reserve. It may be
of the game. any Unit of their choice, but must arrive now.
In addition, the following rules apply in the first Shooting At the start of their fourth turn, they roll two dice. Each roll
Step of the player who has the first turn. They do not apply of 5+ results in another Unit arriving from their Reserves.
in the second player’s turn, nor in subsequent turns. They keep rolling at the start of each of their following turns
• The first player’s Aircraft cannot arrive in their first turn. adding one more die than the previous turn, so at the start of
turn five they roll three dice, at the start of turn six they roll
• Treat all of the first player’s Teams as having moved when
four dice, and so on. Each roll of 5+ brings another Unit on
Shooting in their first Shooting Step, whether they actu-
from the Defender’s Reserves.
ally moved or not.
• The first player’s Teams cannot fire Artillery Bombard­ If the Defender rolled three or more dice to get Reserves in
ments in their first Shooting Step. this turn, but failed to score any rolls of 5+, they automati-
cally receive one Unit from Reserve anyway.
The first player’s Teams can still Move, Dig In, or Go to
Ground as normal in their Movement Step, and launch
WHERE DO RESERVES ARRIVE
assaults in the Assault Step.
When each Unit arrives from Reserve, the Defender player
rolls a die to determine from which table edge or corner it
IMMEDIATE RESERVES (ATTACKER) will arrive using the mission map as reference.
The Attacker may not deploy more than 60% of the agreed If a Unit arrives from a table edge, it may enter the table
points total for the game on the table. The remainder must anywhere along that table edge. The Reserves move on from
be held in Reserve. The entire Unit must be In Command at the table edge at the start of their Movement Step.
the end of its Movement in the turn it arrives from Reserves.
Attachments and their core Unit must arrive from the same
point, although Passengers may be Mounted or Dismounted. VICTORY POINTS
A Unit may not use Movement Orders until it has moved on Count the number of Units Destroyed, including HQ
to the table. Units, but not Independent Teams. Count core Units and
their Attachments separately, so if both are Destroyed, this
ROLL FOR RESERVES counts as two Units.
At the start of the Attacker’s first turn, they roll a die. On a • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
roll of 5+ their first Unit arrives from the Reserve. It may be • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
any Unit of their choice, but must arrive now. The Reserves • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
move on from the table edge within 16”/40cm of the corner
in either of the Attacker’s deployment areas at the start of Both players lose a game that runs out of time. If neither
their Movement Step. player won, both players treat their opponent as the winner
At the start of their second turn, they roll two dice. Each roll and gain Victory Points as the Loser.
of 5+ results in another Unit arriving from their Reserves.
They keep rolling at the start of each of their following turns HOLDING OBJECTIVES
adding one more die than the previous turn, so at the start of You Hold an Objective if you start your turn with a Tank
turn three they roll three dice, at the start of turn four they or Infantry team within 4”/10cm of it, and end it with no
roll four dice, and so on. Each roll of 5+ brings another Unit opposing Tank or Infantry teams within 4”/10cm of it.
on from the Attacker’s Reserves. Objectives cannot be Held or contested by Tank teams that
are Bailed Out, Aircraft, Transports, or Independent teams,
If the Attacker rolled three or more dice to get Reserves in
or by teams that moved at Dash speed.
this turn, but failed to score any rolls of 5+, they automati-
cally receive one Unit from Reserve anyway.
REPELLING AN ATTACK
You have Repelled an Attack when, at the end of your turn,
SCATTERED DELAYED RESERVES every Objective has no enemy Tank or Infantry teams within
(DEFENDER) 8”/20cm. Ignore enemy Tank teams that are Bailed Out,
The Defender may not deploy more than 60% of the agreed Aircraft, Transports, or Independent teams.
points total for the game on the table. The remainder must
be held in Reserve. The entire Unit must be In Command at
the end of its Movement in the turn it arrives from Reserves.
Attachments and their core Unit must arrive from the same
point, although Passengers may be Mounted or Dismounted.
A Unit may not use Movement Orders until it has moved on
to the table.

32
KILLING GROUND

20“/50cm 20“/50cm
Attacker places
their units here

8”/20cm 8”/20cm

8”/20cm

8”/20cm

16”/40cm

Defender places their units here

Attacker places two objectives in this area

Defender rolls to see where their Reserves Arrive

SPECIAL RULES DEPLOYMENT


• Random Time of Day (Attacker) 1. The Defender selects up to 60% of their force to deploy
• Ambush (Defender) and holds the rest in Deep Scattered Immediate Reserve.
• Deep Scattered Immediate Reserves (Defender) The Defender will dice to see where each Unit will arrive.
• Minefields (Defender) 2. Starting with the Defender, the players place Ranged In
markers for all of their deployed (including in Ambush)
SETTING UP Artillery Units.
1. The Defender picks a long table edge to defend from.
3. The Defender may hold one of their deployed Units
The Attacker attacks from the opposite edge.
in Ambush.
2. The Attacker places two Objectives in the Defender’s half
4. They then place their deployed Units in their table
of the table, at least 16”/40cm from the long centre line
half at least 8”/20cm from the long centre line and in
and at least 8”/20cm from the short table edges.
the Attacker’s able half within 8”/20cm of the short
3. The Defender places one Minefield for each 25 points or table edges.
part thereof in their force anywhere outside the oppo-
5. The Attacker places all of their Units in their table half
nent’s deployment area.
at least 8”/20cm from the long centre line and 20”/50cm
4. The Attacker chooses either to roll on the Random Time from the short table edges.
of Day Table or to attack in Daylight.
6. All Infantry Teams start the game in Foxholes.

RANDOM TIME OF DAY WHO GOES FIRST


The Attacker has the first turn.
DIE ROLL MISSION
WINNING THE GAME
1 or 2 Dawn • The Attacker wins if they end their turn Holding an
3, 4, or 5 Daylight Objective.
• The Defender wins if they have Repelled the Attack at
6 Dusk
the end of their turn on or after the sixth turn.

33
KILLING GROUND SPECIAL RULES
AMBUSH (DEFENDER) ROLL FOR RESERVES
The defending player holds one Unit in Ambush when they At the start of the Defender’s first turn, they roll a die. On a
deploy. Units held in Ambush are treated as being on the roll of 5+ their first Unit arrives from the Reserve. It may be
table, but their location isn’t specified until they reveal them- any Unit of their choice, but must arrive now. The Reserves
selves. They are held off the table at the start of the game. move on from the Defender’s short table edge at the start of
their Movement Step.
ALREADY THERE At the start of their second turn, they roll two dice. Each roll
Ambushing Teams do not have to move. They can remain of 5+ results in another Unit arriving from their Reserves.
where they are placed and shoot at their Halted ROF. Units They keep rolling at the start of each of their following turns
in Ambush are in Foxholes when they are placed on the table. adding one more die than the previous turn, so at the start of
turn three they roll three dice, at the start of turn four they
PLACING AMBUSHES
roll four dice, and so on. Each roll of 5+ brings another Unit
At the start of the Defender’s turn, in the Starting Step, they
on from the Defender’s Reserves.
may place the Unit that they have been holding in Ambush.
They must place the entire Unit, and it must be placed with If the Defender rolled three or more dice to get Reserves in
all of its Teams within 6”/15cm of the Unit Leader. A Unit this turn, but failed to score any rolls of 5+, they automati-
with at least eight Tank Teams or at least twelve Teams in cally receive one Unit from Reserve anyway.
total increases this distance to 8”/20cm.
WHERE DO RESERVES ARRIVE
The Defender may place a Team from Ambush anywhere in
When each Unit arrives from Reserve, the owning player
their Deployment Area, provided that it is:
rolls a die to determine from which table edge or corner it
• at least 16”/40cm of any enemy Team within Line of
will arrive using the mission map as reference.
Sight, unless Concealed by Terrain from it, and
If a Unit arrives from a table edge, it may enter the table
• at least 4”/10cm of all enemy Teams.
anywhere along that table edge. The Reserves move on from
ATTACHMENTS AND AMBUSHES the table edge at the start of their Movement Step.
When you hold a Unit in Ambush, you may also hold its
Transport or Infantry Attachment in Ambush as well, or VICTORY POINTS
Deploy them as normal. If you do hold both a Unit and Count the number of Units Destroyed, including HQ
its Attachment in Ambush together, the Infantry must Units, but not Independent Teams. Count core Units and
be Mounted in their Transports when they are placed their Attachments separately, so if both are Destroyed, this
from Ambush. counts as two Units.
• Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
DEEP SCATTERED IMMEDIATE • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
RESERVES (DEFENDER) • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
The Defender may not deploy more than 60% of the agreed
points total for the game on the table. The remainder must Both players lose a game that runs out of time. If neither
be held in Reserve. No more than one Battle Tank Unit or player won, both players treat their opponent as the winner
Aircraft Unit can be placed on table. All remaining Units of and gain Victory Points as the Loser.
these types must be held in Reserve.
A Battle Tank Unit is one with Front Armour of 4 or more. HOLDING OBJECTIVES
Regardless of their armour, Observer Teams are never Battle You Hold an Objective if you start your turn with a Tank
Tank Units. or Infantry team within 4”/10cm of it, and end it with no
The entire Unit must be In Command at the end of its opposing Tank or Infantry teams within 4”/10cm of it.
Movement in the turn it arrives from Reserves. Attachments Objectives cannot be Held or contested by Tank teams that
and their core Unit must arrive from the same point, are Bailed Out, Aircraft, Transports, or Independent teams,
although Passengers may be Mounted or Dismounted. A or by teams that moved at Dash speed.
Unit may not use Movement Orders until it has moved on
to the table. REPELLING AN ATTACK
You have Repelled an Attack when, at the end of your turn,
every Objective has no enemy Tank or Infantry teams within
8”/20cm. Ignore enemy Tank teams that are Bailed Out,
Aircraft, Transports, or Independent teams.

34
NO RETREAT

Defender places their


8”/20cm
units here

Defenders Reserves arrive from Here


Attacker places their
units here Both Players place
16”/40cm an objective in this area

8”/20cm 8”/20cm

8”/20cm

SPECIAL RULES DEPLOYMENT


• Time of Day (Attacker) 1. The Defender selects up to 60% of their force to deploy
• Ambush (Defender) and holds the rest in Deep Immediate Reserve. These will
• Deep Immediate Reserves (Defender) arrive from the Defender’s short table edge.
• Minefields (Defender) 2. Starting with the Defender, the players place Ranged In
markers for all of their deployed (including in Ambush)
SETTING UP Artillery Units.
1. The Defender picks a short table edge to defend from.
3. The Defender may hold one of their Units in Ambush.
The Attacker attacks from the opposite edge.
4. The Defender then places their Units in their table half.
2. Both players, starting with the Defender, place one
Objective in the Defender’s table half, at least 8”/20cm 5. The Attacker places all of their Units in their table half at
from the short centre line and all table edges. least 16”/40cm from the short centre line.
3. The Defender places one Minefield for each 25 points or 6. All Infantry Teams start the game in Foxholes.
part thereof in their force anywhere outside the oppo- WHO GOES FIRST
nent’s deployment area.
The Attacker has the first turn.
4. The Attacker chooses the time of day: Daylight,
Dawn, or Dusk. WINNING THE GAME
• The Attacker wins if they end their turn Holding an
Objective.
• The Defender wins if they have Repelled the Attack at
the end of their turn on or after the sixth turn.

35
NO RETREAT SPECIAL RULES
AMBUSH (DEFENDER) ROLL FOR RESERVES
The defending player holds one Unit in Ambush when they At the start of the Defender’s first turn, they roll a die. On a
deploy. Units held in Ambush are treated as being on the roll of 5+ their first Unit arrives from the Reserve. It may be
table, but their location isn’t specified until they reveal them- any Unit of their choice, but must arrive now. The Reserves
selves. They are held off the table at the start of the game. move on from the Defender’s short table edge at the start of
their Movement Step.
ALREADY THERE At the start of their second turn, they roll two dice. Each roll
Ambushing Teams do not have to move. They can remain of 5+ results in another Unit arriving from their Reserves.
where they are placed and shoot at their Halted ROF. Units They keep rolling at the start of each of their following turns
in Ambush are in Foxholes when they are placed on the table. adding one more die than the previous turn, so at the start of
turn three they roll three dice, at the start of turn four they
PLACING AMBUSHES
roll four dice, and so on. Each roll of 5+ brings another Unit
At the start of the Defender’s turn, in the Starting Step, they
on from the Defender’s Reserves.
may place the Unit that they have been holding in Ambush.
They must place the entire Unit, and it must be placed with If the Defender rolled three or more dice to get Reserves in
all of its Teams within 6”/15cm of the Unit Leader. A Unit this turn, but failed to score any rolls of 5+, they automati-
with at least eight Tank Teams or at least twelve Teams in cally receive one Unit from Reserve anyway.
total increases this distance to 8”/20cm.
The Defender may place a Team from Ambush anywhere in VICTORY POINTS
their Deployment Area, provided that it is: Count the number of Units Destroyed, including HQ
• at least 16”/40cm of any enemy Team within Line of Units, but not Independent Teams. Count core Units and
Sight, unless Concealed by Terrain from it, and their Attachments separately, so if both are Destroyed, this
• at least 4”/10cm of all enemy Teams. counts as two Units.
• Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
ATTACHMENTS AND AMBUSHES • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
When you hold a Unit in Ambush, you may also hold its • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
Transport or Infantry Attachment in Ambush as well, or
Deploy them as normal. If you do hold both a Unit and Both players lose a game that runs out of time. If neither
its Attachment in Ambush together, the Infantry must player won, both players treat their opponent as the winner
be Mounted in their Transports when they are placed and gain Victory Points as the Loser.
from Ambush.
HOLDING OBJECTIVES
DEEP IMMEDIATE RESERVES (DEFENDER) You Hold an Objective if you start your turn with a Tank
The Defender may not deploy more than 60% of the agreed or Infantry team within 4”/10cm of it, and end it with no
points total for the game on the table. The remainder must opposing Tank or Infantry teams within 4”/10cm of it.
be held in Reserve. No more than one Battle Tank Unit or Objectives cannot be Held or contested by Tank teams that
Aircraft Unit can be placed on table. All remaining Units of are Bailed Out, Aircraft, Transports, or Independent teams,
these types must be held in Reserve. or by teams that moved at Dash speed.
A Battle Tank Unit is one with Front Armour of 4 or more.
REPELLING AN ATTACK
Regardless of their armour, Observer Teams are never Battle
Tank Units. You have Repelled an Attack when, at the end of your turn,
every Objective has no enemy Tank or Infantry teams within
The entire Unit must be In Command at the end of its 8”/20cm. Ignore enemy Tank teams that are Bailed Out,
Movement in the turn it arrives from Reserves. Attachments Aircraft, Transports, or Independent teams.
and their core Unit must arrive from the same point,
although Passengers may be Mounted or Dismounted. A
Unit may not use Movement Orders until it has moved on
to the table.

36
OUTFLANKED

Defender’s Reserves arrive


16”/40cm

from this corner


8”/20cm
No-Man’s Land 16”/40cm
table quarter
Attacker places 8”/20cm
two objectives
32”/80cm in this area

Defender places their


8”/20cm units here

16”/40cm
8”/20cm

Attacker places
their units here

SPECIAL RULES DEPLOYMENT


• Random Time of Day (Attacker) 1. The Defender selects up to 60% of their force to deploy
• Ambush (Defender) and holds the rest in Immediate Reserve. Their Reserves
• Immediate Reserves (Defender) will arrive within 16”/40cm of their table corner.
• No Spearhead (Defender) 2. Starting with the Defender, the players place Ranged In
markers for all of their deployed (including in Ambush)
SETTING UP Artillery Units.
1. The Defender picks a table quarter to defend. 3. The Defender may hold one of their deployed Units
2. The Attacker attacks from the opposite long table edge. in Ambush.
3. The Attacker places two Objectives in the Defender’s 4. The Defender then places their deployed Units in their
table quarter or in the No-Man’s Land table quarter at table quarter or in the No-Man’s Land table quarter at
least 8”/20cm from the long centre line and all table least 32”/80cm from the short table edge. The Defending
edges, and at least 32”/80cm from the short table edge in player may not use the Spearhead rule.
the No-Man’s Land quarter. Depending on the quarters 5. The Attacker then places all of their Units in their table
chosen, the table will look like: half at least 16”/40cm from the long centre line or within
8”/20cm of the short table edge opposite the Defender’s
table quarter.
or 6. All Infantry Teams start the game in Foxholes.

WHO GOES FIRST


The Attacker has the first turn.
4. The Attacker chooses either to roll on the Random Time
of Day Table or to attack in Daylight. WINNING THE GAME
• The Attacker wins if they end their turn on or after the
sixth turn Holding an Objective.
• The Defender wins if they have Repelled the Attack at
the end of their turn on or after the sixth turn.

37
OUTFLANKED SPECIAL RULES
AMBUSH (DEFENDER) At the start of their second turn, they roll two dice. Each roll
of 5+ results in another Unit arriving from their Reserves.
The defending player holds one Unit in Ambush when they
They keep rolling at the start of each of their following turns
deploy. Units held in Ambush are treated as being on the
adding one more die than the previous turn, so at the start of
table, but their location isn’t specified until they reveal them-
turn three they roll three dice, at the start of turn four they
selves. They are held off the table at the start of the game.
roll four dice, and so on. Each roll of 5+ brings another Unit
ALREADY THERE on from the Defender’s Reserves.
Ambushing Teams do not have to move. They can remain If the Defender rolled three or more dice to get Reserves in
where they are placed and shoot at their Halted ROF. Units this turn, but failed to score any rolls of 5+, they automati-
in Ambush are in Foxholes when they are placed on the table. cally receive one Unit from Reserve anyway.

PLACING AMBUSHES
At the start of the Defender’s turn, in the Starting Step, they NO SPEARHEAD (DEFENDER)
may place the Unit that they have been holding in Ambush. The Defending player may not use the Spearhead rule during
They must place the entire Unit, and it must be placed with their deployment.
all of its Teams within 6”/15cm of the Unit Leader. A Unit
with at least eight Tank Teams or at least twelve Teams in RANDOM TIME OF DAY
total increases this distance to 8”/20cm. The Attacker chooses either to roll on the Random Time of
The Defender may place a Team from Ambush anywhere in Day Table or to attack in Daylight.
their Deployment Area, provided that it is:
• at least 16”/40cm of any enemy Team within Line of
Sight, unless Concealed by Terrain from it, and RANDOM TIME OF DAY
• at least 4”/10cm of all enemy Teams. DIE ROLL MISSION

ATTACHMENTS AND AMBUSHES 1 or 2 Dawn


When you hold a Unit in Ambush, you may also hold its 3 or 4 Daylight
Transport or Infantry Attachment in Ambush as well, or
Deploy them as normal. If you do hold both a Unit and 5 or 6 Dusk
its Attachment in Ambush together, the Infantry must
be Mounted in their Transports when they are placed
from Ambush. VICTORY POINTS
Count the number of Units Destroyed, including HQ
IMMEDIATE RESERVES (DEFENDER) Units, but not Independent Teams. Count core Units and
The Defender may not deploy more than 60% of the agreed their Attachments separately, so if both are Destroyed, this
points total for the game on the table. The remainder must counts as two Units.
be held in Reserve. The entire Unit must be In Command at • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
the end of its Movement in the turn it arrives from Reserves. • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
Attachments and their core Unit must arrive from the same • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
point, although Passengers may be Mounted or Dismounted.
A Unit may not use Movement Orders until it has moved on Both players lose a game that runs out of time. If neither
to the table. player won, both players treat their opponent as the winner
and gain Victory Points as the Loser.
ROLL FOR RESERVES
At the start of the Defender’s first turn, they roll a die. On a HOLDING OBJECTIVES
roll of 5+ their first Unit arrives from the Reserve. It may be You Hold an Objective if you start your turn with a Tank
any Unit of their choice, but must arrive now. The Reserves or Infantry team within 4”/10cm of it, and end it with no
move on from the table edge within 16”/40cm of the corner opposing Tank or Infantry teams within 4”/10cm of it.
in either of the Defender’s deployment areas at the start of Objectives cannot be Held or contested by Tank teams that
their Movement Step. are Bailed Out, Aircraft, Transports, or Independent teams,
or by teams that moved at Dash speed.

REPELLING AN ATTACK
You have Repelled an Attack when, at the end of your turn,
every Objective has no enemy Tank or Infantry teams within
8”/20cm. Ignore enemy Tank teams that are Bailed Out,
Aircraft, Transports, or Independent teams.

38
PROBE
Attacker rolls to see where their Reserves Arrive

8”/20cm Attacker places their units here

8”/20cm
Both players place an objective in this area

12”/30cm
8”/20cm

12”/30cm
16”/40cm

Defender places their units here

Both players place an objective in this area 8”/20cm

Defender rolls to see where their Reserves Arrive

SPECIAL RULES 4. The Attacker chooses either to roll on the Random Time
• Meeting Engagement (Attacker) of Day Table or to attack in Daylight.
• Scattered Immediate Reserves (Attacker)
DEPLOYMENT
• Ambush (Defender)
1. The Attacker selects up to 60% of their force to deploy
• Scattered Delayed Reserves (Defender) and holds the rest in Scattered Immediate Reserve. The
SETTING UP player will dice to see where each Unit arrives.
1. The Defender picks a long table edge to defend. The 2. The Defender selects up to 60% of their force to deploy
Attacker attacks from the opposite edge of the table. and holds the rest in Scattered Delayed Reserve. The
player will dice to see where each Unit arrives.
2. Both players, starting with the Attacker, place one
Objective in their own table half. Then, again starting 3. The Defender may hold one of their deployed Units
with the Attacker, both players place one Objective in in Ambush.
the opponent’s table half. 4. Both players, starting with the Defender, then take turns
3. Objectives in the Attacker’s table half must be at least at placing a deployed Unit in their own table half at least
8”/20cm from the long centre line and at least 8”/20cm 12”/30cm from the long centre line.
from all table edges. Objectives in the Defender’s table 5. All Infantry and Gun Teams start the game in Foxholes.
half must be at least 16”/40cm from the long centre line
and at least 8”/20cm from the short table edges. WHO GOES FIRST
The Attacker has the first turn.
RANDOM TIME OF DAY WINNING THE GAME
DIE ROLL MISSION • A player wins if they end their turn Holding an Objective
on the opponent’s side of the table.
1 Dawn
2, 3 or 4 Daylight
5 or 6 Dusk

39
PROBE SPECIAL RULES
MEETING ENGAGEMENT (ATTACKER) point, although Passengers may be Mounted or Dismounted.
A Unit may not use Movement Orders until it has moved on
In a Meeting Engagement, players do not place their Ranged
to the table.
In markers as Preplanned Artillery Targets at the start
of the game.
ROLL FOR RESERVES (ATTACKER)
In addition, the following rules apply in the first Shooting
At the start of the Attacker’s first turn, they roll a die. On a
Step of the Attacker. They do not apply in the Defender’s
roll of 5+ their first Unit arrives from the Reserve. It may be
turn, nor in subsequent turns.
any Unit of their choice, but must arrive now. The Reserves
• The Attacker’s Aircraft cannot arrive in their first turn. move on from the Attacker’s long table edge at the start of
• Treat all of the Attacker’s Teams as having moved when their Movement Step.
Shooting in their first Shooting Step, whether they actu-
At the start of their second turn, they roll two dice. Each roll
ally moved or not.
of 5+ results in another Unit arriving from their Reserves.
• The Attacker’s Teams cannot fire Artillery Bombard­ They keep rolling at the start of each of their following turns
ments in their first Shooting Step. adding one more die than the previous turn, so at the start of
The Attacker’s Teams can still Move, Dig In, or Go to Ground turn three they roll three dice, at the start of turn four they
as normal in their Movement Step, and launch assaults in the roll four dice, and so on. Each roll of 5+ brings another Unit
Assault Step. on from the Attacker’s Reserves.

AMBUSH (DEFENDER) ROLL FOR RESERVES (DEFENDER)


The defending player holds one Unit in Ambush when they At the start of the Defender’s third turn, they roll a die. On a
deploy. Units held in Ambush are treated as being on the roll of 5+ their first Unit arrives from the Reserve. It may be
table, but their location isn’t specified until they reveal them- any Unit of their choice, but must arrive now.
selves. They are held off the table at the start of the game. At the start of their fourth turn, they roll two dice. Each roll
of 5+ results in another Unit arriving from their Reserves.
ALREADY THERE They keep rolling at the start of each of their following turns
Ambushing Teams do not have to move. They can remain adding one more die than the previous turn, so at the start of
where they are placed and shoot at their Halted ROF. Units turn five they roll three dice, at the start of turn six they roll
in Ambush are in Foxholes when they are placed on the table. four dice, and so on. Each roll of 5+ brings another Unit on
from the Defender’s Reserves.
PLACING AMBUSHES
At the start of the Defender’s turn, in the Starting Step, they ROLL FOR RESERVES (BOTH PLAYERS)
may place the Unit that they have been holding in Ambush.
If a player rolled three or more dice to get Reserves in this
They must place the entire Unit, and it must be placed with
turn, but failed to score any rolls of 5+, they automatically
all of its Teams within 6”/15cm of the Unit Leader. A Unit
receive one Unit from Reserve anyway.
with at least eight Tank Teams or at least twelve Teams in
total increases this distance to 8”/20cm.
WHERE DO RESERVES ARRIVE
The Defender may place a Team from Ambush anywhere in When each Unit arrives from Reserve, the player rolls a die
their Deployment Area, provided that it is: to determine from which table edge or corner it will arrive
• at least 16”/40cm of any enemy Team within Line of using the mission map as reference.
Sight, unless Concealed by Terrain from it, and
If a Unit arrives from a table edge, it may enter the table
• at least 4”/10cm of all enemy Teams. anywhere along that table edge. If the Unit arrives from a
ATTACHMENTS AND AMBUSHES corner, they must enter the table within 16”/40cm of the
When you hold a Unit in Ambush, you may also hold its corner. The Reserves move on from the table edge at the start
Transport or Infantry Attachment in Ambush as well, or of their Movement Step.
Deploy them as normal. If you do hold both a Unit and
its Attachment in Ambush together, the Infantry must VICTORY POINTS
be Mounted in their Transports when they are placed Count the number of Units Destroyed, including HQ
from Ambush. Units, but not Independent Teams. Count core Units and
their Attachments separately, so if both are Destroyed, this
SCATTERED RESERVES (BOTH PLAYERS) counts as two Units.
The players may not deploy more than 60% of the agreed • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
points total for the game on the table. The remainder must • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
be held in Reserve. The entire Unit must be In Command at • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
the end of its Movement in the turn it arrives from Reserves.
Attachments and their core Unit must arrive from the same Both players lose a game that runs out of time. If neither
player won, both players treat their opponent as the winner
and gain Victory Points as the Loser.

40
SCOUTS OUT
Attacker’s Reserves arrive from Here

Defender places
an objective 8”/20cm 8”/20cm
in this area

Attacker places their units here

Defender places 16”/40cm


an objective
8”/20cm
in this area

Attacker places
8”/20cm an objective
in this area
16”/40cm

Defender places their units here

Attacker places
8”/20cm 8”/20cm an objective
in this area
Defender’s Reserves arrive from Here

SPECIAL RULES 6. The Attacker chooses either to roll on the Random time
• Meeting Engagement (First Player) of Day Table or to attack in Daylight.
• Delayed Reserves (Both Players)
• Random Time of Day (Attacker) DEPLOYMENT
1. Both players select up to 60% of their force to deploy
SETTING UP and hold the rest in Delayed Reserve. The Reserves will
1. Both players roll a die. The highest-scoring player is arrive from the long table edge in their own table quarter.
the Attacker. 2. Both players, starting with the Attacker, then take turns
2. The Attacker picks a table quarter to attack from. at placing a deployed Unit in their own quarter, at least
8”/20cm from the long centre line until all are deployed.
3. The Defender defends from the opposite quarter.
3. All Infantry Teams start the game in Foxholes.
4. Both players, starting with the Attacker, place one
Objective in the opponent's table quarter at least WHO GOES FIRST
16”/40cm from the short centre line and within 8”/20cm Both players roll a die. The highest scoring player has the
of the long centre line. first turn. As the game is a Meeting Engagement, the player
5. Both players, again starting with the Attacker, place one who has the first turn will Shoot as if they Moved and cannot
Objective within 8”/20cm of the long table edge in the use Artillery Bombardments or Aircraft on that turn.
opponent’s table quarter, more than 8”/20cm from the
short centre line. WINNING THE GAME
• A player wins if they end a turn Holding an Objective
RANDOM TIME OF DAY that they placed.

DIE ROLL MISSION

1 Dawn
2, 3 or 4 Daylight
5 or 6 Dusk

41
SCOUTS OUT SPECIAL RULES
MEETING ENGAGEMENT ROLL FOR RESERVES
In a Meeting Engagement, players do not place their Ranged At the start of the player’s third turn, they roll a die. On a roll
In markers as Preplanned Artillery Targets at the start of 5+ their first Unit arrives from the Reserve. It may be any
of the game. Unit of their choice, but must arrive now. The Reserves move
on from the long table edge adjacent to their table quarter at
In addition, the following rules apply in the first Shooting
the start of their Movement Step.
Step of the player who has the first turn. They do not apply
in the second player’s turn, nor in subsequent turns. At the start of their fourth turn, they roll two dice. Each roll
• The first player’s Aircraft cannot arrive in their first turn. of 5+ results in another Unit arriving from their Reserves.
They keep rolling at the start of each of their following turns
• Treat all of the first player’s Teams as having moved when
adding one more die than the previous turn, so at the start of
Shooting in their first Shooting Step, whether they actu-
turn five they roll three dice, at the start of turn six they roll
ally moved or not.
four dice, and so on. Each roll of 5+ brings another Unit on
• The first player’s Teams cannot fire Artillery Bombard­
from the player’s Reserves.
ments in their first Shooting Step.
If a player rolled three or more dice to get Reserves in this
The first player’s Teams can still Move, Dig In, or Go to
turn, but failed to score any rolls of 5+, they automatically
Ground as normal in their Movement Step, and launch
receive one Unit from Reserve anyway.
assaults in the Assault Step.

DELAYED RESERVES (BOTH PLAYERS) VICTORY POINTS


Count the number of Units Destroyed, including HQ
Neither player may deploy more than 60% of the agreed
Units, but not Independent Teams. Count core Units and
points total for the game on the table. The remainder must
their Attachments separately, so if both are Destroyed, this
be held in Reserve. The entire Unit must be In Command at
counts as two Units.
the end of its Movement in the turn it arrives from Reserves.
• Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
Attachments and their core Unit must arrive from the same
point, although Passengers may be Mounted or Dismounted. • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
A Unit may not use Movement Orders until it has moved on • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
to the table.
Both players lose a game that runs out of time. If neither
player won, both players treat their opponent as the winner
and gain Victory Points as the Loser.

HOLDING OBJECTIVES
You Hold an Objective if you start your turn with a Tank
or Infantry team within 4”/10cm of it, and end it with no
opposing Tank or Infantry teams within 4”/10cm of it.
Objectives cannot be Held or contested by Tank teams that
are Bailed Out, Aircraft, Transports, or Independent teams,
or by teams that moved at Dash speed.

42
SPEARPOINT

16”/40cm
8”/20cm 24”/60cm 8”/20cm
16”/40cm

Defender's Reserves arrive at the indicated


corners or along their deployment area
Attacker places their Units here
Attacker's Reserves arrive here

16”/40cm

Defender Attacker
12”/30cm 12”/30cm
places two places one
objectives objective in
in this area Defender this area
8”/20cm places
their Units
here
8”/20cm Attacker
places one
objective
here
8”/20cm 8”/20cm
16”/40cm
8”/20cm 8”/20cm 8”/20cm
16”/40cm

SPECIAL RULES 5. The Attacker then places another Objective up to


• No Spearhead (Both Players) 16"/40cm from the opposite short table edge at least
• Immediate Reserves (Attacker) 8"/20cm from the long table edges.
• Random Time of Day (Attacker) 6. The Attacker chooses either to roll on the Random Time
• Ambush (Defender) of Day Table or to attack in Daylight.
• Meeting Engagement (Defender) DEPLOYMENT
• Scattered Delayed Reserves (Defender) 1. The Defender selects up to 60% of their force to deploy
and holds the rest in Delayed Scattered Reserve. The
SETTING UP Reserves arrive within 16"/40cm of the indicated corners
1. The Defender picks a long table edge to defend from. or along the table edge of the Defender's Deployment
Their Deployment Area is the area between their table Area depending on the die roll.
edge and the centre of the table to a width of 12"/30cm 2. The Defender may hold one of their Units in Ambush.
on either side of the table centre.
3. The Defender places their remaining Units in their
2. The Attacker then chooses a short table edge to Deployment Area. They may not use the Spearhead rule.
attack from.
4. The Attacker selects up to 60% of their force to deploy
3. The Defender places two Objectives up to 8"/20cm from and holds the rest in Immediate Reserve. Their Reserves
the Attacker's table edge and more than 8"/20cm from will arrive along their short table edge.
the long table edges.
5. The Attacker places their remaining Units in their table
4. The Attacker then places one Objective in the Defender's half at least 24”/60cm from the long centre line. They
Deploy­ment area at least 8"/20cm from the edge of the may not use the Spearhead rule.
Deployment Area.
6. All Infantry Teams start the game in Foxholes.
RANDOM TIME OF DAY WHO GOES FIRST
DIE ROLL MISSION The Defender has the first turn. As the game is a Meeting
Engagement, the Defender will Shoot as if they Moved
1 Dawn and cannot use Artillery Bombardments or Aircraft on the
2 or 3 Daylight first turn.
4, 5 or 6 Dusk WINNING THE GAME
• A player wins if they end their turn Holding an Objective
that they placed.

43
SPEARPOINT SPECIAL RULES
MEETING ENGAGEMENT ROLL FOR RESERVES
In a Meeting Engagement, players do not place their Ranged At the start of the Attacker’s first turn, they roll a die. On a
In markers as Preplanned Artillery Targets at the start roll of 5+ their first Unit arrives from the Reserve. It may be
of the game. any Unit of their choice, but must arrive now. The Reserves
move on from the table edge within 16”/40cm of the corner
In addition, the following rules apply in the first Shooting
in either of the Attacker’s deployment areas at the start of
Step of the player who has the first turn. They do not apply
their Movement Step.
in the second player’s turn, nor in subsequent turns.
• The first player’s Aircraft cannot arrive in their first turn. At the start of their second turn, they roll two dice. Each roll
• Treat all of the first player’s Teams as having moved when of 5+ results in another Unit arriving from their Reserves.
Shooting in their first Shooting Step, whether they actu- They keep rolling at the start of each of their following turns
ally moved or not. adding one more die than the previous turn, so at the start of
• The first player’s Teams cannot fire Artillery Bombard­ turn three they roll three dice, at the start of turn four they
ments in their first Shooting Step. roll four dice, and so on. Each roll of 5+ brings another Unit
on from the Attacker’s Reserves.
The first player’s Teams can still Move, Dig In, or Go to
Ground as normal in their Movement Step, and launch If the Attacker rolled three or more dice to get Reserves in
assaults in the Assault Step. this turn, but failed to score any rolls of 5+, they automati-
cally receive one Unit from Reserve anyway.
AMBUSH (DEFENDER) NO SPEARHEAD (BOTH PLAYERS)
The defending player holds one Unit in Ambush when they Neither player may use the Spearhead rule.
deploy. Units held in Ambush are treated as being on the
table, but their location isn’t specified until they reveal them- SCATTERED DELAYED RESERVES
selves. They are held off the table at the start of the game.
(DEFENDER)
ALREADY THERE The Defender may not deploy more than 60% of the agreed
Ambushing Teams do not have to move and are in Foxholes. points total for the game on the table. The remainder must
They can remain where they are placed and unless placed on be held in Reserve. The entire Unit must be In Command at
their first turn, shoot at their Halted ROF. the end of its Movement in the turn it arrives from Reserves.
Attachments and their core Unit must arrive from the same
PLACING AMBUSHES point, although Passengers may be Mounted or Dismounted.
At the start of the Defender’s turn, in the Starting Step, they A Unit may not use Movement Orders until it has moved on
may place the Unit that they have been holding in Ambush. to the table.
They must place the entire Unit, and it must be placed with
all of its Teams within 6”/15cm of the Unit Leader. A Unit ROLL FOR RESERVES
with at least eight Tank Teams or at least twelve Teams in At the start of the Defender’s third turn, they roll a die. On a
total increases this distance to 8”/20cm. roll of 5+ their first Unit arrives from the Reserve. It may be
The Defender may place a Team from Ambush anywhere in any Unit of their choice, but must arrive now.
their Deployment Area, provided that it is: At the start of their fourth turn, they roll two dice. Each roll
• at least 16”/40cm of any enemy Team within Line of of 5+ results in another Unit arriving from their Reserves.
Sight, unless Concealed by Terrain from it, and They keep rolling at the start of each of their following turns
• at least 4”/10cm of all enemy Teams. adding one more die than the previous turn, so at the start of
turn five they roll three dice, at the start of turn six they roll
ATTACHMENTS AND AMBUSHES four dice, and so on. Each roll of 5+ brings another Unit on
When you hold a Unit in Ambush, you may also hold its from the Defender’s Reserves.
Transport or Infantry Attachment in Ambush as well, or If the Defender rolled three or more dice to get Reserves in
Deploy them as normal. If you do hold both a Unit and this turn, but failed to score any rolls of 5+, they automati-
its Attachment in Ambush together, the Infantry must cally receive one Unit from Reserve anyway.
be Mounted in their Transports when they are placed
from Ambush. WHERE DO RESERVES ARRIVE
When each Unit arrives from Reserve, the Defender player
IMMEDIATE RESERVES (ATTACKER) rolls a die to determine from which table edge or corner it
will arrive using the mission map as reference.
The Attacker may not deploy more than 60% of the agreed points
total for the game on the table. The remainder must be held in An Attacking Unit arriving from a table edge, enters the table
Reserve. The entire Unit must be In Command at the end of anywhere along that table edge. A Defending Unit arriving
its Movement in the turn it arrives from Reserves. Attachments from a table edge must enter the table within 8”/20cm of the
and their core Unit must arrive from the same point, although short centreline. If a Defending Unit arrives from a corner,
Passengers may be Mounted or Dismounted. A Unit may not they must enter the table within 16”/40cm of the corner.
use Movement Orders until it has moved on to the table. The Reserves move on from the table edge at the start of their
Movement Step.

44
VALLEY OF DEATH
Defender rolls to see which edge their Reserves Arrive from

Defender places 8”/20cm


their units here 12”/30cm
16”/40cm

Attacker's Reserves arrive here


Attacker
places
two Attacker places
8”/20cm objectives 16”/40cm 16”/40cm their units here
in this
area

16”/40cm
Defender places 12”/30cm
their units here 8”/20cm

Defender rolls to see which edge their Reserves Arrive from

SPECIAL RULES 2. The Defender then places their deployed Units in their
• Immediate Reserves (Attacker) table half within 8”/20cm of either long table edge. They
• Meeting Engagement (Attacker) may split their force between the two sides of the table
• Scattered Delayed Reserves (Defender) as they wish.
3. The Attacker selects up to 60% of their force to deploy
SETTING UP and holds the rest in Immediate Reserve. The Reserves
1. The Defender picks a short table edge to defend from. will arrive from their short table edge.
The Attacker attacks from the opposite end of the table. 4. The Attacker deploys the rest of their force in their own
2. The Attacking player places two Objectives in the table half at least 12”/30cm from the long table edges
Defender’s table half. Objectives must be at least and 16”/40cm from the short centre line.
16”/40cm from the long centre line and the long table 5. All Infantry and Gun Teams start the game in Foxholes.
edge, and at least 8”/20cm from the short table edges.
3. The Attacker chooses either to roll on the Random Time WHO GOES FIRST
of Day Table or to attack in Daylight. The Attacker has the first turn. As this is a Meeting
Engagement, they Shoot as if they Moved (whether they
RANDOM TIME OF DAY Moved or not), cannot use Artillery Bombardments, and
MISSION have no Aircraft on their first turn.
DIE ROLL

1 Dawn WINNING THE GAME


• The Attacker wins if they end a turn on or after the sixth
2 or 3 Daylight
turn Holding an Objective.
4, 5 or 6 Dusk • The Defender wins if they have Repelled the Attack at the
end of their turn on or after the sixth turn.
DEPLOYMENT
1. The Defender selects up to 60% of their force to deploy
and holds the rest in Delayed Scattered Reserve. The
player will dice to see from which long table edge (within
their table half ) each Unit arrives.

45
VALLEY OF DEATH SPECIAL RULES
MEETING ENGAGEMENT ROLL FOR RESERVES
In a Meeting Engagement, players do not place their Ranged At the start of the Defender’s third turn, they roll a die. On a
In markers as Preplanned Artillery Targets at the start roll of 5+ their first Unit arrives from the Reserve. It may be
of the game. any Unit of their choice, but must arrive now.
In addition, the following rules apply in the first Shooting At the start of their fourth turn, they roll two dice. Each roll
Step of the player who has the first turn. They do not apply of 5+ results in another Unit arriving from their Reserves.
in the second player’s turn, nor in subsequent turns. They keep rolling at the start of each of their following turns
• The first player’s Aircraft cannot arrive in their first turn. adding one more die than the previous turn, so at the start of
turn five they roll three dice, at the start of turn six they roll
• Treat all of the first player’s Teams as having moved when
four dice, and so on. Each roll of 5+ brings another Unit on
Shooting in their first Shooting Step, whether they actu-
from the Defender’s Reserves.
ally moved or not.
• The first player’s Teams cannot fire Artillery Bombard­ If the Defender rolled three or more dice to get Reserves in
ments in their first Shooting Step. this turn, but failed to score any rolls of 5+, they automati-
cally receive one Unit from Reserve anyway.
The first player’s Teams can still Move, Dig In, or Go to
Ground as normal in their Movement Step, and launch
WHERE DO RESERVES ARRIVE
assaults in the Assault Step.
When each Unit arrives from Reserve, the Defender rolls a
die to determine from which table edge it will arrive using the
IMMEDIATE RESERVES (ATTACKER) mission map as reference. When a Unit arrives, it may enter
The Attacker may not deploy more than 60% of the agreed the table anywhere along that table edge in the Defender’s
points total for the game on the table. The remainder must table half. The Reserves move on from the table edge at the
be held in Reserve. The entire Unit must be In Command at start of their Movement Step.
the end of its Movement in the turn it arrives from Reserves.
Attachments and their core Unit must arrive from the same
point, although Passengers may be Mounted or Dismounted.
VICTORY POINTS
A Unit may not use Movement Orders until it has moved on Count the number of Units Destroyed, including HQ
to the table. Units, but not Independent Teams. Count core Units and
their Attachments separately, so if both are Destroyed, this
counts as two Units.
ROLL FOR RESERVES
• Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
At the start of the Attacker’s first turn, they roll a die. On a
roll of 5+ their first Unit arrives from the Reserve. It may be • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
any Unit of their choice, but must arrive now. The Reserves • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
move on from the short table edge in the Attacker’s deploy-
ment area at the start of their Movement Step. Both players lose a game that runs out of time. If neither
player won, both players treat their opponent as the winner
At the start of their second turn, they roll two dice. Each roll
and gain Victory Points as the Loser.
of 5+ results in another Unit arriving from their Reserves.
They keep rolling at the start of each of their following turns
HOLDING OBJECTIVES
adding one more die than the previous turn, so at the start of
You Hold an Objective if you start your turn with a Tank
turn three they roll three dice, at the start of turn four they
or Infantry team within 4”/10cm of it, and end it with no
roll four dice, and so on. Each roll of 5+ brings another Unit
opposing Tank or Infantry teams within 4”/10cm of it.
on from the Attacker’s Reserves.
Objectives cannot be Held or contested by Tank teams that
If the Attacker rolled three or more dice to get Reserves in are Bailed Out, Aircraft, Transports, or Independent teams,
this turn, but failed to score any rolls of 5+, they automati- or by teams that moved at Dash speed.
cally receive one Unit from Reserve anyway.
REPELLING AN ATTACK
SCATTERED DELAYED RESERVES You have Repelled an Attack when, at the end of your turn,
(DEFENDER) every Objective has no enemy Tank or Infantry teams within
8”/20cm. Ignore enemy Tank teams that are Bailed Out,
The Defender may not deploy more than 60% of the agreed
Aircraft, Transports, or Independent teams.
points total for the game on the table. The remainder must
be held in Reserve. The entire Unit must be In Command at
the end of its Movement in the turn it arrives from Reserves.
Attachments and their core Unit must arrive from the same
point, although Passengers may be Mounted or Dismounted.
A Unit may not use Movement Orders until it has moved on
to the table.

46
VANGUARD

arrive from this corner


Defender’s Reserves
Defender
8”/20cm 8”/20cm places
12”/30cm their
units
here
8”/20cm Both players
place an 12”/30cm
Objective in
4”/10cm 0 cm
this area 4
”/
16

4”/10cm
Both players
c m
Attacker’s Reserves arrive

40 place an
12”/30cm ”/
16 Objective in
from this corner

this area
Attacker
places
their 12”/30cm
units 8”/20cm 8”/20cm
here

SPECIAL RULES DEPLOYMENT


• Cumulative Victory Points (Both Players) 1. Both players select up to 15% of their force to deploy
• Main Force (Both Players) as their Scouting Force using the rules on the next page.
• Meeting Engagement (First Player) 2. Both players select their Vanguard Force using the rules
• Random Time of Day (Attacker) on the next page so that their Scouting and Vanguard
• Scouting Force (Both Players) Forces are no more than 50% of their force. The Vanguard
• Vanguard Force (Both Players) Force will arrive within 16”/40cm of the player’s corner.
3. The rest of each player’s force is their Main Force. The
SETTING UP Main Force will arrive within 16”/40cm of their corner.
1. Both players roll a die. The highest-scoring player is
4. Both players, starting with the Attacker, take turns
the Attacker.
at placing Units from their Scouting Force in their
2. The Attacker picks a corner to attack from. The Defender Deployment Area until all are deployed.
chooses a corner on the opposite short table edge to attack
5. All Infantry Teams start the game in Foxholes.
from. Their Deployment Area is a square 12”/30cm on
a side in their corner. Depending on the quarter chosen, WHO GOES FIRST
the table will look like: Both players roll a die. The highest scoring player has the
first turn. As the game is a Meeting Engagement, the player
who has the first turn will Shoot as if they Moved and cannot
or use Artillery Bombardments or Aircraft on that turn.
Note the players’ Vanguard Forces arrive on their third turns,
and their Main Forces arrive on their fifth turns.

3. Both players, starting with the Attacker, place one WINNING THE GAME
Objective in their own table half, at least 16”/40cm from Players score Victory Points by having Teams (not Gone to
their Deployment Area, at least 4”/10cm from the short Ground or Dashing) within 4”/10cm of Objectives in the
centre line, and at least 8”/20cm from all table edges. opponent’s table half at the end of their turn. The game ends
4. Both players, again starting with the Attacker, place one when a player reaches eight Victory Points, or the combined
Objective in their opponent’s table half with the same total of both players’ Victory Points reaches nine or more.
constraints. • The player with the most Victory Points wins.
5. The Attacker chooses either to roll on the Random Time
of Day Table or to attack in Daylight.

47
VANGUARD SPECIAL RULES
MEETING ENGAGEMENT RANDOM TIME OF DAY
In a Meeting Engagement, players do not place their Ranged At the start of the game, the Attacker chooses either to roll
In markers as Preplanned Artillery Targets at the start on the Random Time of Day Table or to attack in Daylight.
of the game.
In addition, the following rules apply in the first Shooting RANDOM TIME OF DAY
Step of the player who has the first turn. They do not apply
DIE ROLL MISSION
in the second player’s turn, nor in subsequent turns.
• The first player’s Aircraft cannot arrive in their first turn. 1 or 2 Dawn
• Treat all of the first player’s Teams as having moved when 3 or 4 Daylight
Shooting in their first Shooting Step, whether they actu-
ally moved or not. 5 or 6 Dusk
• The first player’s Teams cannot fire Artillery Bombard­
ments in their first Shooting Step.
The first player’s Teams can still Move, Dig In, or Go to
Ground as normal in their Movement Step, and launch
CUMULATIVE VICTORY POINTS
The normal rules for taking and holding
assaults in the Assault Step.
Objectives do not apply in this mission.
A player gains a Victory Point for each Objective in the
MAIN FORCE (BOTH PLAYERS) opponent’s table half that has one or more of their Teams
A player may not have more than 50% of the agreed points within 4”/10cm at the end of each of their own turns. It
total for the game in their Scouting and Vanguard Forces. The does not matter if there are enemy Teams within 4”/10cm
remainder must be held in the Main Force. of the Objective, you still score the Victory Point.
The Main Force will arrive from Reserve on turn 5. Ignore any Teams that are Gone to Ground or moved at
Dash Speed, Bailed Out Tank teams, Aircraft, Transports,
SCOUTING FORCE (BOTH PLAYERS) and Independent Teams when determining Victory Points.
A player may not deploy more than 15% of the agreed points The game continues until either:
total for the game on the table. • a player reaches eight Victory Points, or
This force may only include Battle Tank Units if there are only • the combined total of both players’ Victory Points
Battle Tank or Aircraft Units left in the rest of the force. If their reaches nine or more.
only Units that are not Battle Tank or Aircraft Units cost more At the end of the game, the player with the most Victory
than 15% of the agreed points, they may include any type of Points wins.
Units in their Scouting Force. If a player has no Formation in Good Spirits (other than
A Battle Tank Unit is one with Front Armour of 4 or more. an Allied Formation) they lose the game. Their opponent
Regardless of their armour, Observer Teams are never Battle gains enough Victory Points to bring the combined total of
Tank Units. both players Victory Points to nine, to a maximum of eight
Victory Points for the winning player.
VANGUARD FORCE (BOTH PLAYERS)
A player may not have more than 50% of the agreed points
total for the game in their Scouting Force and Vanguard
Force combined.
The Vanguard Force will arrive from Reserve on turn 3.

RESERVES ARRIVE
Reserves move on from a table edge within 16”/40cm of
the player’s corner at the start of their Movement Step. The
entire Unit must be In Command at the end of its Movement
in the turn it arrives from Reserves. Attachments and their core
Unit must arrive from the same point, although Passengers may
be Mounted or Dismounted. A Unit may not use Movement
Orders until it has moved on to the table.

48

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